将 android-opengl 上的触摸转换为 ray/vector 并检查它是否击中平面

Translate a touch on android-opengl into a ray/vector and check if it hits a plane

我对 android 应用 development/using OpenGL ES 相当陌生。我的基本目标是在我的 Surface View 中创建 4 个简单的方块,当用户点击屏幕时我想检查他点击了哪个方块(如果有的话)。然后应该标记这个正方形并更改其颜色,当用户单击第二个(不同的)正方形时,我想绘制一个从 square1 到 square2 的箭头。我使用 android tutorial for opengl es 作为起点并尝试根据我的目的对其进行调整。


我无法检查用户是否单击了矩形。 我在 Android 和一般线性代数中解决了很多关于 opengl 的 Whosebug 问题和其他指南。我发现这些是最有用的:
Opengl Tutorial
Mouse picking with ray casting
Implement Ray Picking

到目前为止,这是我从中得到的:
我渲染的方块是在模型-视图-投影矩阵中定义的,为了检查用户是否点击了这些方块,我必须将点击转换为世界 space 坐标中的射线。之后,我将不得不检查这条射线是否与我的方块中的一个发生碰撞,这些方块都位于同一平面上。

这是我编辑最多的地方,在 surfaceCreated 上我添加了四个方块并将它们移动到它们的位置。当用户点击屏幕时,使用绝对屏幕坐标调用 checkCollision-方法。我当时尝试的是翻译这些帖子中的说明:
Implement Ray Picking
Intersection of a line and a plane

public class MyGLRenderer implements GLSurfaceView.Renderer {

    private static final String TAG = "MyGLRenderer";
    private HashMap<String, Square> mySquares = new HashMap<>();


    // mMVPMatrix is an abbreviation for "Model View Projection Matrix"
    private final float[] mMVPMatrix = new float[16];
    private final float[] mProjectionMatrix = new float[16];
    private final float[] mViewMatrix = new float[16];
    private final float[] mRotationMatrix = new float[16];

    private int screenWidth = 0;
    private int screenHeight = 0;

    private float mAngle;
    private int square_number = 65;
    private final float[][] colors = {
            {0.29f, 0.57f, 1.0f, 1.0f},
            {0.8f, 0.0f, 0.0f, 1.0f},
            {0.13f, 0.8f, 0.0f, 1.0f},
            {1.0f, 0.84f, 0.0f, 1.0f}};


    public void onSurfaceCreated(GL10 unused, EGLConfig config) {

        // Set the background frame color
        GLES20.glClearColor(1.0f, 1.0f, 1.0f, 1.0f);


        //Adding the 4 squares to the grid and move them to their positions
        String square_key = "";
        square_key = addSquare();
        this.mySquares.get(square_key).moveSquare(0.5f, 0.5f);
        square_key = addSquare();
        this.mySquares.get(square_key).moveSquare(0.5f, -0.5f);
        square_key = addSquare();
        this.mySquares.get(square_key).moveSquare(-0.5f, 0.5f);
        square_key = addSquare();
        this.mySquares.get(square_key).moveSquare(-0.5f, -0.5f);

    }


    public void checkCollision(float touchX, float touchY) {
        //Step 1: normalize coordinates
        float[] touchClipMatrix = new float[]{
                2.0f * touchX / this.screenWidth - 1.0f,
                1.0f - touchY * 2 / this.screenHeight,
                0,
                1.0f
        };


        //inverted matrices
        float[] invertedProjectionMatrix = new float[16];
        float[] invertedMViewMatrix = new float[16];
        Matrix.invertM(invertedProjectionMatrix,0, mProjectionMatrix, 0);
        Matrix.invertM(invertedMViewMatrix,0, mViewMatrix, 0);

        //Calculation Matrices
        float[] unviewMatrix = new float[16];
        float[] mouse_worldspace = new float[4];

        //Getting mouse position in world space
        Matrix.multiplyMM(unviewMatrix, 0, invertedMViewMatrix, 0, invertedProjectionMatrix,0);
        Matrix.multiplyMV(mouse_worldspace, 0 , unviewMatrix, 0 , touchClipMatrix, 0);


        Log.i(TAG, "checkCollision-touchClipMatrix: "+ Arrays.toString(touchClipMatrix));
        Log.i(TAG, "checkCollision-invertedProjectionMatrix: "+ Arrays.toString(invertedProjectionMatrix));
        Log.i(TAG, "checkCollision-invertedMViewMatrix: "+ Arrays.toString(invertedMViewMatrix));
        Log.i(TAG, "checkCollision-mouse_worldspace: "+ Arrays.toString(mouse_worldspace));


        //Getting the camera position
        float [] cameraPosition = {0, 0, -3};

        //subtract camera position from the mouse_worldspace
        float [] ray_unnormalized = new float[4];
        for(int i = 0; i < 3; i++){
            ray_unnormalized[i] = mouse_worldspace[i] / mouse_worldspace[3] - cameraPosition[i];
        }

        //normalize ray_vector
        float ray_length = Matrix.length(ray_unnormalized[0], ray_unnormalized[1], ray_unnormalized[2]);
        float [] ray_vector = new float[4];
        for(int i=0; i<3; i++){
            ray_vector[i] = ray_unnormalized[i]/ray_length;
        }
        Log.i(TAG, "checkCollision - ray_vector: "+ Arrays.toString(ray_vector));

        LinePlaneIntersection linePlaneIntersection = new LinePlaneIntersection();
        LinePlaneIntersection.Vector3D rv = new LinePlaneIntersection.Vector3D(ray_vector[0], ray_vector[1], ray_vector[2]);
        LinePlaneIntersection.Vector3D rp = new LinePlaneIntersection.Vector3D(mouse_worldspace[0], mouse_worldspace[1], mouse_worldspace[2]);
        LinePlaneIntersection.Vector3D pn = new LinePlaneIntersection.Vector3D(0.0, 0.0, 0.0);
        LinePlaneIntersection.Vector3D pp = new LinePlaneIntersection.Vector3D(0.0, 0.0, 1.0);
        LinePlaneIntersection.Vector3D ip = linePlaneIntersection.intersectPoint(rv, rp, pn, pp);
        Log.i(TAG, "checkCollision-intersection point: "+ip);
    }

    public String addSquare() {
        String keyName = String.valueOf((char) this.square_number);
        this.mySquares.put(keyName, new Square(keyName, colors[this.square_number-65]));
        this.square_number += 1;
        return keyName;
    }


    public void logMatrices() {
        Log.i(TAG, "MVPMatrice: " + Arrays.toString(this.mMVPMatrix));
        Log.i(TAG, "mProjectionMarice: " + Arrays.toString(this.mProjectionMatrix));
        Log.i(TAG, "mViewMatrice: " + Arrays.toString(this.mViewMatrix));
    }

@Override
    public void onDrawFrame(GL10 unused) {
        float[] scratch = new float[16];
        // Draw background color
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);
        // Set the camera position (View matrix)
        //mySquare.moveSquare(0.25f, 0.25f);
        Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0.0f, 0f, 1.0f, 0.0f);
//        Matrix.scaleM(mViewMatrix, 0, 0.5f,0.5f,0);
//        Matrix.translateM(mViewMatrix, 0, 2f, 1f, 0);
        // Calculate the projection and view transformation
        Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);



        // Create a rotation for the square
        Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0.0f, 1.0f);
        // Combine the rotation matrix with the projection and camera view
        // Note that the mMVPMatrix factor *must be first* in order
        // for the matrix multiplication product to be correct.
        Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
        // Draw squares
        for (Map.Entry<String, Square> s : this.mySquares.entrySet()) {
            s.getValue().draw(scratch);
        }
    }

@Override
    public void onSurfaceChanged(GL10 unused, int width, int height) {

        this.screenWidth = width;
        this.screenHeight = height;
        // Adjust the viewport based on geometry changes,
        // such as screen rotation
        GLES20.glViewport(0, 0, width, height);
        float ratio = (float) width / height;
        // this projection matrix is applied to object coordinates
        // in the onDrawFrame() method
        Matrix.frustumM(mProjectionMatrix, 0, -ratio, ratio, -1, 1, 3, 7);
    }

  
    public static int loadShader(int type, String shaderCode) {
        // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
        // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
        int shader = GLES20.glCreateShader(type);
        // add the source code to the shader and compile it
        GLES20.glShaderSource(shader, shaderCode);
        GLES20.glCompileShader(shader);
        return shader;
    }

    public static void checkGlError(String glOperation) {
        int error;
        while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
            Log.e(TAG, glOperation + ": glError " + error);
            throw new RuntimeException(glOperation + ": glError " + error);
        }
    }
}

我添加了一个moveSquare-Methode,因为所有的方块在初始化时都有相同的坐标。我不确定这是否是正确的方法,请告诉我这是否 wrong/messes 其他计算。

public class Square {

    private String squareID;
    private final String vertexShaderCode =
            // This matrix member variable provides a hook to manipulate
            // the coordinates of the objects that use this vertex shader
            "uniform mat4 uMVPMatrix;" +
                    "attribute vec4 squarePosition;" +
                    "void main() {" +
                    // The matrix must be included as a modifier of gl_Position.
                    // Note that the uMVPMatrix factor *must be first* in order
                    // for the matrix multiplication product to be correct.
                    "  gl_Position = uMVPMatrix * squarePosition;" +
                    "}";

    private final String fragmentShaderCode =
            "precision mediump float;" +
                    "uniform vec4 squareColor;" +
                    "void main() {" +
                    "  gl_FragColor = squareColor;" +
                    "}";

    private FloatBuffer vertexBuffer;
    private ShortBuffer drawListBuffer;
    private int mProgram;
    private int mPositionHandle;
    private int mColorHandle;
    private int mMVPMatrixHandle;

    private static final String TAG = "Square";

    // number of coordinates per vertex in this array
    static final int COORDS_PER_VERTEX = 3;

    private float squareCoords[] = {
            -0.1f, 0.1f, 0.0f,   // top left
            -0.1f, -0.1f, 0.0f,   // bottom left
            0.1f, -0.1f, 0.0f,   // bottom right
            0.1f, 0.1f, 0.0f}; // top right

    private final short drawOrder[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices

    private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

    //Fallback color
    private float color[] = {0.2f, 0.709803922f, 0.898039216f, 1.0f};

    /**
     * Sets up the drawing object data for use in an OpenGL ES context.
     */
    public Square(String id, float [] color) {
        this.squareID = id;
        if(color.length == 4) {
            this.color = color;
        }

        //Buffers need to updated with the new square coordinates
        updateBuffers();

        //Shaders (should) only be prepared once when initializing a square
        prepareShadersAndOpenGL();
    }


    private void prepareShadersAndOpenGL() {
        // prepare shaders and OpenGL program
        int vertexShader = MyGLRenderer.loadShader(
                GLES20.GL_VERTEX_SHADER,
                vertexShaderCode);
        int fragmentShader = MyGLRenderer.loadShader(
                GLES20.GL_FRAGMENT_SHADER,
                fragmentShaderCode);

        mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
        GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
        GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
        GLES20.glLinkProgram(mProgram);                    // create OpenGL program executables
    }

    public void updateBuffers() {
        // initialize vertex byte buffer for shape coordinates
        ByteBuffer bb = ByteBuffer.allocateDirect(
                // (# of coordinate values * 4 bytes per float)
                squareCoords.length * 4);
        bb.order(ByteOrder.nativeOrder());
        vertexBuffer = bb.asFloatBuffer();
        vertexBuffer.put(squareCoords);
        vertexBuffer.position(0);

        // initialize byte buffer for the draw list
        ByteBuffer dlb = ByteBuffer.allocateDirect(
                // (# of coordinate values * 2 bytes per short)
                drawOrder.length * 2);

        dlb.order(ByteOrder.nativeOrder());
        drawListBuffer = dlb.asShortBuffer();
        drawListBuffer.put(drawOrder);
        drawListBuffer.position(0);
    }


    //Updating the square coordinates and updating to buffers
    public void moveSquare(float deltaX, float deltaY) {
        this.squareCoords[0] += deltaX;
        this.squareCoords[3] += deltaX;
        this.squareCoords[6] += deltaX;
        this.squareCoords[9] += deltaX;
        this.squareCoords[1] += deltaY;
        this.squareCoords[4] += deltaY;
        this.squareCoords[7] += deltaY;
        this.squareCoords[10] += deltaY;

        updateBuffers();
    }
    

    /**
     * Encapsulates the OpenGL ES instructions for drawing this shape.
     *
     * @param mvpMatrix - The Model View Project matrix in which to draw
     *                  this shape.
     */
    public void draw(float[] mvpMatrix) {
        // Add program to OpenGL environment
//        Log.i(TAG, "Square ("+squareID+") mProgram: "+mProgram);
        GLES20.glUseProgram(mProgram);



        // get handle to vertex shader's vPosition member
        mPositionHandle = GLES20.glGetAttribLocation(mProgram, "squarePosition");

        // Enable a handle to the triangle vertices
        GLES20.glEnableVertexAttribArray(mPositionHandle);

        // Prepare the triangle coordinate data
        GLES20.glVertexAttribPointer(
                mPositionHandle, COORDS_PER_VERTEX,
                GLES20.GL_FLOAT, false,
                vertexStride, vertexBuffer);

        // get handle to fragment shader's vColor member
        mColorHandle = GLES20.glGetUniformLocation(mProgram, "squareColor");

        // Set color for drawing the triangle
        GLES20.glUniform4fv(mColorHandle, 1, color, 0);

        // get handle to shape's transformation matrix
        mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
//        MyGLRenderer.checkGlError("glGetUniformLocation");

        // Apply the projection and view transformation
        GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
//        MyGLRenderer.checkGlError("glUniformMatrix4fv");

        // Draw the square
        GLES20.glDrawElements(
                GLES20.GL_TRIANGLES, drawOrder.length,
                GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
        // Disable vertex array
        GLES20.glDisableVertexAttribArray(mPositionHandle);
    }
}
public class MyGLSurfaceView extends GLSurfaceView {

    private final MyGLRenderer mRenderer;
    private static final String TAG = "MyGLSurfaceView";
    private final float TOUCH_SCALE_FACTOR = 180.0f / 320;

    public MyGLSurfaceView(Context context) {
        super(context);
        // Create an OpenGL ES 2.0 context.
        setEGLContextClientVersion(2);
        // Set the Renderer for drawing on the GLSurfaceView
        mRenderer = new MyGLRenderer();
        setRenderer(mRenderer);
        // Render the view only when there is a change in the drawing data
        setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
    }


    @Override
    public boolean onTouchEvent(MotionEvent e) {
        // MotionEvent reports input details from the touch screen
        // and other input controls. In this case, you are only
        // interested in events where the touch position changed.
        float x = e.getX();
        float y = e.getY();
        switch (e.getAction()) {
            case MotionEvent.ACTION_DOWN:
                mRenderer.logMatrices();
                mRenderer.checkCollision(x, y);
                //  mRenderer.setAngle(mRenderer.getAngle()+45f);
                requestRender();
        }
        return true;
    }
}

我知道要通读的内容很多,所以我会尝试表达我的主要观点 questions/issues:

  1. 我的想法大体上是正确的还是我用错了transformations/steps?
  2. Square-class 中的 squareCoord-Array 是否代表我的 Model-Matrix,这些在什么时候转换为世界坐标?
  3. 为什么我在正方形-class 中提供给绘图方法的矩阵称为 mMVPMatrix,对我而言,这意味着该矩阵包含所有三个矩阵(模型、视图、投影)。但在我调用绘制方法时,我只是将投影与视图矩阵相乘,那么模型部分应该从哪里来?我是不是遗漏了什么,还是混淆了矩阵的术语?
  4. 我仍在努力理解投影矩阵 does/describes。我知道它基本上定义了应该渲染的区域,所有不在这个区域的东西都不会出现在屏幕上。该区域是否始终相对于相机(视图)位置?

我希望我能正确解释我的问题,也许有更简单的解决方案来解决我的问题。预先感谢所有到目前为止阅读过的人。我希望有人能帮我解决这个问题

PS:这是我在 Whosebug 上的第一个问题,我的拼写可能并不完美,对此深感抱歉。如果您缺少了解问题/回答我的问题之一的信息,我会尽快添加它们。


这里是一些调试信息:

ray_unnormalized的计算好像有误。你不能减去 Homogeneous coordinates the way you do. Konvert the mouse_worldspace to a Cartesian coordinate. The Cartesian coordinate are the Quotients of the x, y, and z component and the w component (see Perspective divide).
射线方向是笛卡尔相机位置到笛卡尔鼠标位置的向量:

//Getting the camera position
float [] cameraPosition = {0, 0, -6};

//subtract camera position from the mouse_worldspace
float [] ray_unnormalized = new float[4];
for(int i = 0; i < 3; i++){
    ray_unnormalized[i] = mouse_worldspace[i] / mouse_worldspace[3] - cameraPosition[i];
}