本文介绍了OpenGL:投影鼠标点击几何的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
我有这个视图集:
glMatrixMode(GL_MODELVIEW); //切换到图形透视图 glLoadIdentity(); //重新绘制透视图我从鼠标单击中获得一个屏幕位置(sx,sy) 。
给定z的值,如何从sx和sy计算x和y的三维空间?
解决方案您应该使用 gluUnProject : 首先,计算对近平面unprojection:
GLdouble modelMatrix [16]; GLdouble projMatrix [16]; GLint视口[4]; glGetIntegerv(GL_VIEWPORT,viewport); glGetDoublev(GL_MODELVIEW_MATRIX,modelMatrix); glGetDoublev(GL_PROJECTION_MATRIX,projMatrix); GLdouble x,y,z; gluUnProject(sx,viewport [1] + viewport [3] - sy,0,modelMatrix,projMatrix,viewport,& x,& y,& z);然后到达远处:
//将上面的gluUnProject调用替换为 gluUnProject(sx,viewport [1] + viewport [3] - sy,1,modelMatrix,projMatrix,viewport,& x, & y,& z);现在,您已经在世界坐标中有一条线,可以找出所有可能的点已被点击。所以现在你只需要插入:假设你得到了z坐标:
GLfloat nearv [3],farv [ 3]; //已经如上计算 if(nearv [2] == farv [2])//这意味着我们没有解决方案 return; GLfloat t =(nearv [2] - z)/(nearv [2] - farv [2]); //所以这里是所需的(x,y)坐标 GLfloat x = nearv [0] +(farv [0] - nearv [0])* t,y = nearv [1] +(farv [1] - nearv [1])* t;
I have this view set:
glMatrixMode(GL_MODELVIEW); //Switch to the drawing perspective glLoadIdentity(); //Reset the drawing perspectiveand I get a screen position (sx, sy) from a mouse click.
Given a value of z, how can I calculate x and y in 3d-space from sx and sy?
解决方案You should use gluUnProject:
First, compute the "unprojection" to the near plane:
GLdouble modelMatrix[16]; GLdouble projMatrix[16]; GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); glGetDoublev(GL_MODELVIEW_MATRIX, modelMatrix); glGetDoublev(GL_PROJECTION_MATRIX, projMatrix); GLdouble x, y, z; gluUnProject(sx, viewport[1] + viewport[3] - sy, 0, modelMatrix, projMatrix, viewport, &x, &y, &z);and then to the far plane:
// replace the above gluUnProject call with gluUnProject(sx, viewport[1] + viewport[3] - sy, 1, modelMatrix, projMatrix, viewport, &x, &y, &z);Now you've got a line in world coordinates that traces out all possible points you could have been clicking on. So now you just need to interpolate: suppose you're given the z-coordinate:
GLfloat nearv[3], farv[3]; // already computed as above if(nearv[2] == farv[2]) // this means we have no solutions return; GLfloat t = (nearv[2] - z) / (nearv[2] - farv[2]); // so here are the desired (x, y) coordinates GLfloat x = nearv[0] + (farv[0] - nearv[0]) * t, y = nearv[1] + (farv[1] - nearv[1]) * t;
更多推荐
OpenGL:投影鼠标点击几何
发布评论