拾取问题自定义unProject函数

问题描述

我目前正在使用STL文件查看器。这个使用了Arcball相机:

my arcball camera

要在此查看器上提供更多功能(可以处理多个对象),我想实现单击选择。为此,我使用了picking(Pseudo code I have used

这时,我的代码可以检查2点之间的任何对象3D。但是,将鼠标位置转换为正确的向量集是行不通的:

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,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,我已经尝试过(也许是愚蠢的)将我的起点和终点之间的z距离设置为100 *相机的Front矢量。但这不起作用,因为我得到的向量是不连贯的。

例如,将摄像机放在0 0 0且正面为0 0 -1的位置上,就给了我这组矢量:

开始:0.0000〜,0.0000〜,0.0000〜

末尾:0.0000〜,0.0000〜,0.0000〜

result of UnProject

(根据我的逻辑)这是不连贯的,我本来应该更像(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);
    }

由于此函数是伪代码from here)的基本重写,而且我对数学的了解还很差我真的不知道会出什么问题...

PS:我的视图矩阵(由GetViewMatrix()提供)是正确的(因为我使用它来显示场景)

我的投影矩阵也是正确的

ScreenSize对象带有我的视口大小

解决方法

我发现了问题所在,返回vec3应该通过将每个分量除以透视图而不是乘以透视图来完成。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,1.0f);