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);
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);