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Review rlglUnproject() system

pull/102/head
raysan5 9 yıl önce
ebeveyn
işleme
4476a9e241
5 değiştirilmiş dosya ile 37 ekleme ve 66 silme
  1. +2
    -2
      examples/core_3d_picking.c
  2. +21
    -21
      src/core.c
  3. +1
    -0
      src/raylib.h
  4. +1
    -1
      src/raymath.h
  5. +12
    -42
      src/rlgl.c

+ 2
- 2
examples/core_3d_picking.c Dosyayı Görüntüle

@ -53,8 +53,8 @@ int main()
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
}
//----------------------------------------------------------------------------------

+ 21
- 21
src/core.c Dosyayı Görüntüle

@ -612,11 +612,11 @@ void Begin3dMode(Camera camera)
// Setup perspective projection
float aspect = (float)screenWidth/(float)screenHeight;
double top = 0.1*tan(45.0*PI/360.0);
double top = 0.01*tan(45.0*PI/360.0);
double right = top*aspect;
// NOTE: zNear and zFar values are important when computing depth buffer values
rlFrustum(-right, right, -top, top, 0.1f, 1000.0f);
rlFrustum(-right, right, -top, top, 0.01, 1000.0);
rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
@ -867,16 +867,8 @@ int StorageLoadValue(int position)
}
// Returns a ray trace from mouse position
//http://www.songho.ca/opengl/gl_transform.html
//http://www.songho.ca/opengl/gl_matrix.html
//http://www.sjbaker.org/steve/omniv/matrices_can_be_your_friends.html
//https://www.opengl.org/archives/resources/faq/technical/transformations.htm
Ray GetMouseRay(Vector2 mousePosition, Camera camera)
{
// Tutorial used: https://mkonrad.net/2014/08/07/simple-opengl-object-picking-in-3d.html
// Similar to http://antongerdelan.net, the problem is maybe in MatrixPerspective vs MatrixFrustum
// or matrix order (transpose it or not... that's the question)
{
Ray ray;
// Calculate normalized device coordinates
@ -886,40 +878,48 @@ Ray GetMouseRay(Vector2 mousePosition, Camera camera)
float z = 1.0f;
// Store values in a vector
Vector3 deviceCoords = {x, y, z};
Vector3 deviceCoords = { x, y, z };
// Device debug message
TraceLog(INFO, "device(%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
TraceLog(DEBUG, "Device coordinates: (%f, %f, %f)", deviceCoords.x, deviceCoords.y, deviceCoords.z);
// Calculate projection matrix (from perspective instead of frustum
Matrix matProj = MatrixPerspective(45.0f, (kt">float)((float)GetScreenWidth() / (float)GetScreenHeight()), 0.01f, 1000.0f);
// Calculate projection matrix (from perspective instead of frustum)
Matrix matProj = MatrixPerspective(45.0, (p">(double)GetScreenWidth()/(double)GetScreenHeight()), 0.01, 1000.0);
// Calculate view matrix from camera look at
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
// Do I need to transpose it? It seems that yes...
// NOTE: matrix order is maybe incorrect... In OpenGL to get world position from
// NOTE: matrix order may be incorrect... In OpenGL to get world position from
// camera view it just needs to get inverted, but here we need to transpose it too.
// For example, if you get view matrix, transpose and inverted and you transform it
// to a vector, you will get its 3d world position coordinates (camera.position).
// If you don't transpose, final position will be wrong.
MatrixTranspose(&matView);
//#define USE_RLGL_UNPROJECT
#if defined(USE_RLGL_UNPROJECT) // OPTION 1: Use rlglUnproject()
Vector3 nearPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 0.0f }, matProj, matView);
Vector3 farPoint = rlglUnproject((Vector3){ deviceCoords.x, deviceCoords.y, 1.0f }, matProj, matView);
#else // OPTION 2: Compute unprojection directly here
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(matProj, matView);
MatrixInvert(&matProjView);
// Calculate far and near points
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f};
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f};
Quaternion near = { deviceCoords.x, deviceCoords.y, 0.0f, 1.0f };
Quaternion far = { deviceCoords.x, deviceCoords.y, 1.0f, 1.0f };
// Multiply points by unproject matrix
QuaternionTransform(&near, matProjView);
QuaternionTransform(&far, matProjView);
// Calculate normalized world points in vectors
Vector3 nearPoint = {near.x / near.w, near.y / near.w, near.z / near.w};
Vector3 farPoint = {far.x / far.w, far.y / far.w, far.z / far.w};
Vector3 nearPoint = { near.x/near.w, near.y/near.w, near.z/near.w};
Vector3 farPoint = { far.x/far.w, far.y/far.w, far.z/far.w};
#endif
// Calculate normalized direction vector
Vector3 direction = VectorSubtract(farPoint, nearPoint);

+ 1
- 0
src/raylib.h Dosyayı Görüntüle

@ -312,6 +312,7 @@ typedef struct Camera {
Vector3 position;
Vector3 target;
Vector3 up;
//float fovy; // Field-Of-View apperture in Y (degrees)
} Camera;
// Bounding box type

+ 1
- 1
src/raymath.h Dosyayı Görüntüle

@ -803,7 +803,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
// Returns perspective projection matrix
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
{
double top = near*tanf(fovy*PI/360.0f);
double top = near*tan(fovy*PI/360.0);
double right = top*aspect;
return MatrixFrustum(-right, right, -top, top, near, far);

+ 12
- 42
src/rlgl.c Dosyayı Görüntüle

@ -1611,54 +1611,24 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
}
// Get world coordinates from screen coordinates
// NOTE: Using global variables: screenWidth, screenHeight
Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
{
Vector3 result = { 0.0f, 0.0f, 0.0f }; // Object coordinates
Vector3 result = { 0.0f, 0.0f, 0.0f };
//GLint viewport[4];
//glGetIntegerv(GL_VIEWPORT, viewport); // Not available on OpenGL ES 2.0
// Viewport data
int x = 0; // viewport[0]
int y = 0; // viewport[1]
int width = screenWidth; // viewport[2]
int height = screenHeight; // viewport[3]
// Calculate unproject matrix (multiply projection matrix and view matrix) and invert it
Matrix matProjView = MatrixMultiply(proj, view);
MatrixInvert(&matProjView);
Matrix modelviewprojection = MatrixMultiply(view, proj);
MatrixInvert(&modelviewprojection);
/*
// NOTE: Compute unproject using Vector3
// Transformation of normalized coordinates between -1 and 1
result.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
result.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
result.z = source.z*2.0f - 1.0f;
// Object coordinates (multiply vector by matrix)
VectorTransform(&result, modelviewprojection);
*/
// NOTE: Compute unproject using Quaternion (Vector4)
Quaternion quat;
// Create quaternion from source point
Quaternion quat = { source.x, source.y, source.z, 1.0f };
quat.x = ((source.x - (float)x)/(float)width)*2.0f - 1.0f;
quat.y = ((source.y - (float)y)/(float)height)*2.0f - 1.0f;
quat.z = source.z*2.0f - 1.0f;
quat.w = 1.0f;
// Multiply quat point by unproject matrix
QuaternionTransform(&quat, matProjView);
QuaternionTransform(&quat, modelviewprojection);
if (quat.w != 0.0f)
{
quat.x /= quat.w;
quat.y /= quat.w;
quat.z /= quat.w;
}
result.x = quat.x;
result.y = quat.y;
result.z = quat.z;
// Normalized world points in vectors
result.x = quat.x/quat.w;
result.y = quat.y/quat.w;
result.z = quat.z/quat.w;
return result;
}

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