采摘问题(自定义 unProject() 函数)

Issue with Picking (custom unProject() function)

我目前正在研究 STL 文件查看器。这个使用 Arcball 相机 :

为了在此查看器(可以处理多个对象)上提供更多功能,我想实现一次点击 select。为了实现它,我使用了 picking(Pseudo code I have used)

此时,我的代码可以检查 2 点之间的任何 3D 对象。然而,将鼠标位置转换为一组正确的向量还远未奏效:

glm::vec3 range = transform.GetPosition() + ( transform.GetFront() * 1000.0f);
// x and y are cursor position on the screen             
glm::vec3 start = UnProject(x,y, transform.GetPosition().z);
glm::vec3 end = UnProject(x,y,range.z);
            
/*
    The code which iterate over all objects in the scene and checks for collision
    between my start / end and the object hitbox
*/

如您所见,我已经尝试(也许是愚蠢的)将我的起点和终点之间的 z 距离设置为 100 * 我相机的前向量。但它不起作用我得到的向量集是不连贯的。

例如,将相机放置在 0 0 0 处,前面为 0 0 -1 给我这组向量:

开始:0.0000~ , 0.0000~ , 0.0000~

结束:0.0000~ , 0.0000~ , 0.0000~

这是(按照我的逻辑)语无伦次,我本以为会更像 (Start : 0, 0, 0) ( End : 0, 0, -1000)

我认为我的 UnProject 函数有问题:

glm::vec3 UnProject(float winX, float winY, float winZ)
    {
        // Compute (projection x modelView) ^ -1:
        glm::mat4 modelView = GetViewMatrix() * glm::mat4(1.0f);
        glm::mat4 projection = GetProjectionMatrix(ScreenSize);
        const glm::mat4 m = glm::inverse(projection * modelView);
    
        // Need to invert Y since screen Y-origin point  down,
        // while 3D Y-origin points up (this is an OpenGL only requirement):
        winY = ScreenSize.cy - winY;
    
        // Transformation of normalized coordinates between -1 and 1:
        glm::vec4 in;
        in.x = winX  / ScreenSize.cx  * 2.0 - 1.0;
        in.y = winY  / ScreenSize.cy  * 2.0 - 1.0;
        in.z = 2.0 * winZ - 1.0;
        in.w = 1.0;
    
        // To world coordinates:
        glm::vec4 out(m * in);
        if (out.w == 0.0) // Avoid a division by zero
        {
            return glm::vec3(0.0f);
        }
        out.w = 1.0 / out.w;
        return glm::vec3(out.x * out.w, out.y * out.w,out.z * out.w);
    }

因为这个函数是对伪代码的基本重写(from here),而且我的数学还远远落后我真的不知道哪里出了问题...

PS: 我的视图矩阵(由 GetViewMatrix() 提供)是正确的(因为我用它来显示我的场景)

我的投影矩阵也是正确的

ScreenSize 对象带有我的视口大小

我发现问题了,return vec3 应该是每个分量除以透视图而不是乘以透视图。这是新的 UnProject 函数:

    glm::vec3 UnProject2(float winX, float winY,float winZ){
        glm::mat4 View = GetViewMatrix() * glm::mat4(1.0f);
        glm::mat4 projection = GetProjectionMatrix(ScreenSize);
        glm::mat4 viewProjInv = glm::inverse(projection * View);
        
        winY = ScreenSize.cy - winY;
        
        glm::vec4 clickedPointOnSreen;
        clickedPointOnSreen.x = ((winX - 0.0f) / (ScreenSize.cx)) *2.0f -1.0f;
        clickedPointOnSreen.y = ((winY - 0.0f) / (ScreenSize.cy)) * 2.0f -1.0f;
        clickedPointOnSreen.z = 2.0f*winZ-1.0f;
        clickedPointOnSreen.w = 1.0f;
        
        glm::vec4 clickedPointOrigin  =  viewProjInv * clickedPointOnSreen;
        return glm::vec3(clickedPointOrigin.x / clickedPointOrigin.w,clickedPointOrigin.y / clickedPointOrigin.w,clickedPointOrigin.z / clickedPointOrigin.w);
    }

我还更改了开始和结束的计算方式:

glm::vec3 start = UnProject2(x,y,0.0f);
glm::vec3 end = UnProject2(x,y,1.0f);