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java - OpenGl ES on android微调光线拾取代码

转载 作者:行者123 更新时间:2023-11-29 22:11:10 25 4
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我使用 min3d 和我在网上找到的一些代码实现了光线拾取,但是当我实现它时,我注意到它有时会关闭一点,这意味着当我点击一个框时,有时会选择错误的框。有时选择的那个甚至不在屏幕上。这首先需要大量代码才能实现,但我调用的主要两个方法如下:

private void rayPicking(float x, float y)
{
//intersection with near plane
float[] near = new float[4];
GLU.gluUnProject(x, scene.getViewport()[3] - y, 0f, scene.getGrabber().mModelView, 0, scene.getGrabber().mProjection, 0, scene.getViewport(), 0, near, 0);
if (near[3] != 0)
{
near[0] = near[0] / near[3];
near[1] = near[1] / near[3];
near[2] = near[2] / near[3];
}
Number3d near3 = new Number3d(near[0], near[1], near[2]);

//and far plane
float[] far = new float[4];
GLU.gluUnProject(x, scene.getViewport()[3] - y, 1f, scene.getGrabber().mModelView, 0, scene.getGrabber().mProjection, 0, scene.getViewport(), 0, far, 0);
if (far[3] != 0)
{
far[0] = far[0] / far[3];
far[1] = far[1] / far[3];
far[2] = far[2] / far[3];
}
Number3d far3 = new Number3d(far[0], far[1], far[2]);

Box firstPicked = null;
Box currentModel = null;
Number3d currentCoords = null;
Number3d firstPickedCoords = new Number3d();

if (!sceneBoxes.isEmpty())
{
//here we check each model if it was tapped and if several models were tapped, we take only that which is closer to the near clipping plane
Iterator<Box> itr = sceneBoxes.iterator();
while (itr.hasNext())
{
currentModel = itr.next();
currentCoords = new Number3d(currentModel.position().x, currentModel.position().y, currentModel.position().z);
if (picked (far3, near3, currentCoords, 1.2f))
if (firstPicked==null)
{
firstPicked = currentModel;
firstPickedCoords.setAllFrom(currentCoords);
}
else if (Number3d.add(currentCoords, near3).length() < Number3d.add(firstPickedCoords, near3).length())
{
firstPicked = currentModel;
firstPickedCoords.setAllFrom(currentCoords);
}
}
}

if (firstPicked != null) // if model picked
{
String temp = firstPicked.getTitle();
String temp2 = firstPicked.getLink();
Log.w("3d touch working "+temp, "3d touch working "+temp);
Intent intent = new Intent(CurAct.this, WebViewer.class);
intent.putExtra("clkURL", temp2);
intent.putExtra("clkUID", curr_uid);
intent.putExtra("rid", curr_rid);
startActivity(intent);

firstPicked = null;
temp = null;
temp2 = null;

}
}

private boolean picked(Number3d a, Number3d b, Number3d q, float r)
{
float ab = (float) Math.sqrt((a.x-b.x)*(a.x-b.x)+(a.y-b.y)*(a.y-b.y)+(a.z-b.z)*(a.z-b.z));
float aq = (float) Math.sqrt((a.x-q.x)*(a.x-q.x)+(a.y-q.y)*(a.y-q.y)+(a.z-q.z)*(a.z-q.z));
float bq = (float) Math.sqrt((b.x-q.x)*(b.x-q.x)+(b.y-q.y)*(b.y-q.y)+(b.z-q.z)*(b.z-q.z));

float p = (ab + aq + bq) / 2;

float hh = (float) Math.sqrt(p * (p - ab) * (p - aq) * (p - bq));
float h;
if (ab!=0) h = 2 * hh / ab; else h = 2*hh;

if (aq<h) h = aq;
if (bq<h) h = bq;

if (h<r)return true; else return false;
}

现在我也尝试过实现截锥体剔除,但这样做会减慢速度,因为我没有做太多优化它而且它不是本地运行的。但是,如果有人可以查看并可能给我一些关于如何使其更准确的指示,那就太棒了。这是我调用选择方法的地方。

 _glSurfaceView.setOnTouchListener( 
new View.OnTouchListener() {

@Override
public boolean onTouch(View arg0, MotionEvent e) {

switch (e.getAction() & MotionEvent.ACTION_MASK)
{
case MotionEvent.ACTION_DOWN:
startX = e.getX();
startY = e.getY();
trace = 0.0f;
time = System.currentTimeMillis();
touchMode = DRAG;
break;

case MotionEvent.ACTION_UP:
// we use ray picking only when the tap wasn't longer than 0.5 sec and if we almost didn't move our finger
//Log.w("this is touch y"+e.getY()+" viewport is"+scene.getViewport()[3], "this is touch x"+e.getX());
if ((System.currentTimeMillis()-time < 500) && (trace<scene.getViewport()[3]*0.075)) rayPicking(e.getX(), e.getY());
time = 0;

case MotionEvent.ACTION_POINTER_UP:
touchMode = NONE;
break;
}
return true;

}
}
);

最佳答案

你的错误听起来像是你在碰撞检测中犯了一个错误,我在点积函数中有一个错误,导致了一些非常奇怪的结果。你能发布更多你的碰撞算法吗?

我在这里实现了光线拾取:http://android-raypick.blogspot.ca/我没有在这里粘贴代码,因为有很多代码,请随时将您的代码与这段代码进行比较,这段代码已经过测试并且可以正常工作。

关于java - OpenGl ES on android微调光线拾取代码,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9596632/

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