我们可以通过gluUnProject函数来求得世界坐标
void
ILGameModule::getWorldPos(
int
x,
int
y, vec3
&
vWorld )
{
JFIX vx = (JFIX)x;
JFIX vy = (JFIX)camera -> viewport.h - y;
JFIX winz = 0 .f;
glReadBuffer(GL_FRONT);
glReadPixels( (JINT)vx, (JINT)vy, 1 , 1 , GL_DEPTH_COMPONENT, GL_FLOAT , & winz );
// winz = getWinDepth( camera, 1.f );
GLdouble model[ 16 ];
GLdouble project[ 16 ];
mat4 matView = camera -> modelView.transpose();
mat4 matProj = camera -> projection.transpose();
JFIX * pm = matView.ptr();
JFIX * pj = matProj.ptr();
for ( int i = 0 ; i < 16 ; i ++ ) {
model[i] = (GLdouble)(pm[i]);
project[i] = (GLdouble)(pj[i]);
}
GLdouble lx,ly,lz;
gluUnProject( vx, vy, winz, model,project,( int * ) & camera -> viewport, & lx, & ly, & lz );
vWorld.x = (JFIX)lx;
vWorld.y = (JFIX)ly;
vWorld.z = (JFIX)lz;
}
{
JFIX vx = (JFIX)x;
JFIX vy = (JFIX)camera -> viewport.h - y;
JFIX winz = 0 .f;
glReadBuffer(GL_FRONT);
glReadPixels( (JINT)vx, (JINT)vy, 1 , 1 , GL_DEPTH_COMPONENT, GL_FLOAT , & winz );
// winz = getWinDepth( camera, 1.f );
GLdouble model[ 16 ];
GLdouble project[ 16 ];
mat4 matView = camera -> modelView.transpose();
mat4 matProj = camera -> projection.transpose();
JFIX * pm = matView.ptr();
JFIX * pj = matProj.ptr();
for ( int i = 0 ; i < 16 ; i ++ ) {
model[i] = (GLdouble)(pm[i]);
project[i] = (GLdouble)(pj[i]);
}
GLdouble lx,ly,lz;
gluUnProject( vx, vy, winz, model,project,( int * ) & camera -> viewport, & lx, & ly, & lz );
vWorld.x = (JFIX)lx;
vWorld.y = (JFIX)ly;
vWorld.z = (JFIX)lz;
}
求出的世界坐标MS不符合我们的要求,例如我点击了世界坐标的点击屏幕(sx,sy),利用getWorldPos还原后的世界坐标为(100,100,20 ),在(100,100,20)这个点画模型,
的确在鼠标点击位置,问题出现了: 还原后的世界坐标Z = 20,但是我们画的物体的高度要求是0的话,紧贴地面,会出现模型浮空
仅仅将Z=0,却使得点击仿佛偏移了
我们需要知道在拣选射线和我们想指定的高度面(如Z=0面)的交点,这个交点可定也在拣选射线上 vIntersection = vWorld + vOffset;
即在我们得到的世界坐标基础上,加上拣选射线的一个偏移值就得到了我们的交点(X', Y', 0 )
//
vWorld世界坐标 PLANE_Z Z平面, Z=0平面,返回和当前面相交的交点
snapWorldPos( vWorld, PLANE_Z, 0 , & vWorld );
void ILGameModule::snapWorldPos( vec3 & vWorld, JINT nPlane, JFIX dist, vec3 * pOut ) // dist就是当前相交的面,以后也可以传入当前地形的高度getHeight(vWorld)
{
vec3 vdir = camera -> pos - vWorld;
vdir.normalise();
vec3 vPlane;
switch ( nPlane )
{
case PLANE_X: vPlane = vec3( 1 , 0 , 0 ); break ;
case PLANE_Y: vPlane = vec3( 0 , 1 , 0 ); break ;
case PLANE_Z: vPlane = vec3( 0 , 0 , 1 ); break ;
}
JFIX rate;
JFIX nf = vdir.dot(vPlane);
if ( nf == 0 .f ) rate = 0 .f;
else
rate = ( 1000 + dist - vWorld.dot(vPlane) ) / nf;
if ( pOut ) {
vdir *= rate;
* pOut = vWorld + vdir;
}
}
snapWorldPos( vWorld, PLANE_Z, 0 , & vWorld );
void ILGameModule::snapWorldPos( vec3 & vWorld, JINT nPlane, JFIX dist, vec3 * pOut ) // dist就是当前相交的面,以后也可以传入当前地形的高度getHeight(vWorld)
{
vec3 vdir = camera -> pos - vWorld;
vdir.normalise();
vec3 vPlane;
switch ( nPlane )
{
case PLANE_X: vPlane = vec3( 1 , 0 , 0 ); break ;
case PLANE_Y: vPlane = vec3( 0 , 1 , 0 ); break ;
case PLANE_Z: vPlane = vec3( 0 , 0 , 1 ); break ;
}
JFIX rate;
JFIX nf = vdir.dot(vPlane);
if ( nf == 0 .f ) rate = 0 .f;
else
rate = ( 1000 + dist - vWorld.dot(vPlane) ) / nf;
if ( pOut ) {
vdir *= rate;
* pOut = vWorld + vdir;
}
}