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c++ - 使用 `gluUnProject` 在 opengl 中进行鼠标拾取

转载 作者:行者123 更新时间:2023-11-30 04:17:40 26 4
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我有一个场景,我正在用 openGL 在其中渲染几个立方体(程序结构没有使用 GLUT,它在 win32 程序结构中,但我只是用 glutSolidCube 绘制立方体)现在我想通过鼠标选择这些立方体。这就是我正在做的:首先,当用户在场景上单击鼠标按钮时,我得到鼠标位置并尝试在场景坐标中找到它的坐标(templateSkeletons 是我用立方体创建的骨架,仅此而已):

if (mouse.buttonPressed(Mouse::BUTTON_LEFT))
{
mouse.update();
templateSkeletons[0].selectionMode = true;
Vector3* points;
points = GetOGLPos();
templateSkeletons[0].setIntersectionPoints(points[0],points[1]);
}else
templateSkeletons[0].selectionMode = false;

这是我在场景中检索坐标的 GerOGLPos 函数(注意我有自己的 camrea 和它自己的投影矩阵,但我只是通过调用在这个函数中获取投影矩阵glGetDoublev (GL_PROJECTION_MATRIX, projmatrix); 这是错误的吗,我应该得到我自己的 camrea 投影矩阵?):

Vector3* GetOGLPos()
{Vector3 pointsOnLine[2];
double mvmatrix[16];
double projmatrix[16];
int viewport[4];
double dX, dY, dZ, dClickY,zz;
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev (GL_MODELVIEW_MATRIX, mvmatrix);
glGetDoublev (GL_PROJECTION_MATRIX, projmatrix);
dClickY = double (viewport[3] - mouse.yPos());
// OpenGL renders with (0,0) on bottom, mouse reports with (0,0) on top
//glReadPixels( mouse.xPos(), int(dClickY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &zz );
gluUnProject ((double) mouse.xPos(), dClickY, 0.0, mvmatrix, projmatrix, viewport, &dX, &dY, &dZ);
pointsOnLine[0] = Vector3( (float) dX, (float) dY, (float) dZ );
gluUnProject ((double) mouse.xPos(), dClickY, 1.0, mvmatrix, projmatrix, viewport, &dX, &dY, &dZ);
pointsOnLine[1] = Vector3( (float) dX, (float) dY, (float) dZ );

return pointsOnLine;
}

现在我想我有两个点指示场景中的拾取光线。现在,当我渲染立方体时,我尝试计算光线和立方体创建的线的距离,如果它小于某个值,我更改立方体的颜色以知道我选择了它(jointsOfSkeleton 指示每个立方体仅创建骨架,在这里我只测试数组中的第 6 个立方体):

 if(selectionMode)
{

distToLine = Vector3::PointToLineDistance3D(rayPoints[0],rayPoints[1],Vector3::Vector3(jointsOfSkeleton[6].x,
jointsOfSkeleton[6].y,jointsOfSkeleton[6].z));
//distToLine = sqrt(distToLine);
if(distToLine < 0.5)
glColor3f(1.0,0.0,0.0);

else
glColor3f(1.0,1.0,1.0);
}

当我点击窗口上不相关的位置时,我看到立方体的颜色发生了变化,它无法正常工作,我正在观察调试器上的距离,但距离看起来不正确。这是我用来查找线点距离的函数:

static float PointToLineDistance3D(Vector3 a, Vector3 b, Vector3 point)
{

Vector3 lineDirection = b - a;
float t = (Vector3::dot(point,lineDirection) - Vector3::dot(lineDirection,a))/(Vector3::dot(lineDirection,lineDirection));
Vector3 direction;
direction.x = a.x + (lineDirection.x *t) - point.x;
direction.y = a.y + (lineDirection.y *t) - point.y;
direction.z = a.z + (lineDirection.z *t) - point.z;

float ShortestDistance = sqrtf((direction.x*direction.x)+(direction.y*direction.y)+(direction.z*direction.z));

return ShortestDistance;

}

最佳答案

我会这样写 PointToLineDistance3D :

static float PointToLineDistance3D(const Vector3 &a, const Vector3 &b, const Vector3 &point){   
Vector3 lineDirection = Vector3::normalize(b - a), pointDirection = point - a;
float t = Vector3::dot(pointDirection,lineDirection);
Vector3 projection = a + (lineDirection * t);

float ShortestDistance = (projection - point).length();
return ShortestDistance;
}

我假设:

  • Vector3类有一个 length方法,意义明显,
  • 有一个*缩放 vector 的运算符,
  • 有一个normalize函数也返回...一个归一化 vector (这也可以成为一种避免构造额外对象的方法)。

想法是计算 point 的投影在射线上,然后计算 projection 之间的距离和 point .如您所见,该算法与您的实现略有不同,最显着的是计算t。 .也许这就是您的问题所在。

为了测试我上面提供的代码,我用它编写了一个小程序,它在 XY 平面上构建了一个 3x3 的立方体墙,墙的中心是 <0,0,0> .我设法让它正常工作,即使在移动相机时也是如此。唯一的问题是关于从上到下的鼠标坐标系(即 t_Y 鼠标坐标向下增加_),它与自然 OpenGL Y 轴相反。它需要 SDL 库才能编译和运行。

#include <iostream>

#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL/SDL.h>
#include <unistd.h>

#include <Vector3.h>

#define WIDTH 800
#define HEIGHT 600

GLuint box;
int highlight[2]; // position of the cube in the wall
const float cube_width = 5.0;

Vector3 position(0,0,-25); // camera position

// build the cube display list
void setup_cube(){

const float w = cube_width;

float w0 = -w, h0 = -w, w1 = w, h1 = w;

box = glGenLists(1);
glNewList(box, GL_COMPILE);
glBegin(GL_QUAD_STRIP);
glVertex3f(w0, h1, w0);
glVertex3f(w0, h0, w0 );
glVertex3f(w1, h1, w0 );
glVertex3f(w1, h0, w0 );
glVertex3f(w1, h1, w1 );
glVertex3f(w1, h0, w1 );
glVertex3f(w0, h1, w1 );
glVertex3f(w0, h0, w1 );
glEnd();
glBegin(GL_QUAD_STRIP);
glVertex3f(w1, h1, w0 );
glVertex3f(w1, h1, w1 );
glVertex3f(w0, h1, w0 );
glVertex3f(w0, h1, w1 );
glVertex3f(w0, h0, w0 );
glVertex3f(w0, h0, w1 );
glVertex3f(w1, h0, w0 );
glVertex3f(w1, h0, w1 );
glEnd();
glEndList();
}

void setup_scene(){

float r = WIDTH / HEIGHT;

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -r, r, -1, 1, 1, 1024);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glTranslatef(position[0],position[1],position[2]);

glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
}

void draw_scene(){

const float w = cube_width;
int i = 0, j = 0;

for (int i = -1; i < 2; i++) {
for (int j = -1; j < 2; j++) {
float x = w * 2 * i, y = w * 2 * j;

if (highlight[0] == i && highlight[1] == j)
glColor3f(0.0, 1.0, 0.0);
else
glColor3f(1.0, 0.0, 0.0);

glPushMatrix ();
glTranslatef(x,y,0);
glCallList(box);
glPopMatrix ();
}
}
}

void aim(float xm, float ym_){

const float w = cube_width;
float ym = HEIGHT - ym_;

GLdouble model[16];
GLdouble proj[16];
GLint view[16];

glGetDoublev(GL_MODELVIEW_MATRIX, model);
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetIntegerv(GL_VIEWPORT, view);
highlight[0] = -5;
highlight[1] = -5;

for (int i = -1; i < 2; i++) {
for (int j = -1; j < 2; j++) {
float x = w * 2 * i, y = w * 2 * j;
double ox, oy, oz;
Vector3 centre(x,y,0);
gluUnProject(xm, ym, 0, model, proj, view, &ox, &oy, &oz);
Vector3 p0(ox,oy,oz);
gluUnProject(xm, ym, 1, model, proj, view, &ox, &oy, &oz);
Vector3 p1(ox,oy,oz);
float d = PointToLineDistance(p0,p1,centre);
if (d < w) {
highlight[0] = i;
highlight[1] = j;
return;
}
}
}
}

int main(){

SDL_Surface *screen;

SDL_Init(SDL_INIT_VIDEO);

SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

if ( (screen=SDL_SetVideoMode( WIDTH, HEIGHT, 32, SDL_OPENGL )) == NULL ) {
SDL_Quit();
return -1;
}

setup_cube();

while (1) {
SDL_Event event;
setup_scene();

while(SDL_PollEvent(&event)){
switch(event.type){
case SDL_MOUSEMOTION:
aim(event.motion.x, event.motion.y);
break;
case SDL_KEYDOWN:
{
switch (event.key.keysym.sym){
case SDLK_ESCAPE:
SDL_Quit();
exit(1);
case SDLK_LEFT:
position.add(Vector3(1,0,0));
break;
case SDLK_RIGHT:
position.sub(Vector3(1,0,0));
break;
case SDLK_UP:
position.add(Vector3(0,0,1));
break;
case SDLK_DOWN:
position.sub(Vector3(0,0,1));
break;
case SDLK_PAGEDOWN:
position.add(Vector3(0,1,0));
break;
case SDLK_PAGEUP:
position.sub(Vector3(0,1,0));
break;
}
}
default:
break;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
draw_scene();
SDL_GL_SwapBuffers();
usleep(10);
}

return 0;
}

上面列出的来源正确显示了鼠标指针瞄准的立方体。可以使用箭头和向上/向下翻页键四处移动。

关于c++ - 使用 `gluUnProject` 在 opengl 中进行鼠标拾取,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16962891/

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