计算视口与鼠标的向量

    osg::ref_ptr<osg::Camera> camera = view->getCamera();

	//v_window = v_local * MVPW
	//v_local = v_window *  inverse(MVPW)
	//MVPW = ModelViewMatrix * ProjectionMatrix * WindowMatrix
	osg::Vec3 vWindow(x, y, 0);
	osg::Matrix mVPW = camera->getViewMatrix() * camera->getProjectionMatrix() * camera->getViewport()->computeWindowMatrix();
	osg::Matrix invertMVPW;
	invertMVPW.invert(mVPW);
	osg::Vec3 vLocal = vWindow * invertMVPW;

	//VView = VViewWorld * MView
	//VViewWorld = VView * inverse(MView)
	//VView = osg::Vec3(0, 0, 0)      MView = camera->getViewMatrix()
	osg::Vec3 vView = osg::Vec3(0, 0, 0);
	osg::Matrix mView = camera->getViewMatrix();
	osg::Matrix inverseMView;
	inverseMView.invert(camera->getViewMatrix());
	osg::Vec3 vViewWorld = vView * inverseMView;

	std::cout << vLocal.x() << "  " << vLocal.y() << "  " << vLocal.z() << "  " << vViewWorld.x() << "  " << vViewWorld.y() << "  " << vViewWorld.z() << std::endl;
	osg::Vec3 vMouse = vViewWorld - vLocal;
	vMouse.normalize();

 

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