ogre世界坐标与屏幕坐标相互转换

转载自:http://www.cnblogs.com/kex1n/p/3717958.html

bool worldCoordToScreen(Vector3 objPos, Camera* cam, Vector2 screenRect,  Vector2& screenPos)
{
    Matrix4 viewMatrix = cam->getViewMatrix();
    Matrix4 projMatrix = cam->getProjectionMatrix();

    Vector4 in = Vector4(objPos.x, objPos.y, objPos.z, 1.0);
    Vector4 out = viewMatrix * in;
    out = projMatrix * out;

    if(out.w <= 0.0) return false;    // out.w<0时,objPos 在摄像机背面

    out.x /= out.w;
    out.y /= out.w;
    out.z /= out.w;

    // Map x, y and z to range 0-1
    out.x = out.x * 0.5 + 0.5;
    out.y = out.y * 0.5 + 0.5;
    out.z = out.z * 0.5 + 0.5;

    // Map x,y to viewport
    out.x = out.x * screenRect.x;
    out.y = (1-out.y) * screenRect.y;

    screenPos.x = out.x;
    screenPos.y = out.y;

    return true;
}
virtual void mousePressed(MouseEvent* e)
{
    // Left mouse button down
    if (e->getButtonID() & MouseEvent::khyJh"@BUTTON0_MASK)
    {
        // Setup the ray scene query
        Ray mouseRay = mCamera->getCameraToViewportRay( e->getX(), e->getY() );
        mRaySceneQuery->setRay( mouseRay );

        // Execute query
        RaySceneQueryResult &result = mRaySceneQuery->execute();
        RaySceneQueryResult::iterator itr = result.begin( );

        // Get results, create a node/entity on the position
        if ( itr != result.end() && itr-&gkhyJh"@t;worldFragment )
        {
            char name[16];
            sprintf( name, "Robot%d", mCount++ );

            Entity *ent = mSceneMgr->createEntity( name, "robot.mesh" );
            mCurrentObject = mSceneMgr->getRootSceneNode( )->createChildSceneNode
                ( String(name) + "Node", itr->worldFragment->singleIntersection );
            mCurrentObject->attachObject( ent );
            mCurrekhyJh"@ntObject->setScale( 0.1f, 0.1f, 0.1f );
        } // if

        mLMouseDown = true;
    } // if

    // Right mouse button down
    else if (e->getButtonID() & MouseEvent::BUTTON1_MASK)
    {
        mRMouseDown = true;
        CEGUI::MouseCursor::getSingleton().hide( );
    } // else if
} // mousePressed
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