我的基本問題是 - 什麼是使用'gluUnProject'從我的鼠標/光標位置獲取Ray或法向量的正確方法。如何從'gluUnProject'中獲取Ray
我已將gluUnProject代碼從mesa glu C代碼轉換爲C#。
public Vector3 UnProject(Matrix4 projectionMatrix, Matrix4 viewMatrix, int viewX, int viewY, int viewWidth, int viewHeight)
{
var finalMatrix = viewMatrix.Multiply(projectionMatrix).Invert();
var vec = new Vector4(this, 1);
vec.X = (vec.X - viewX)/viewWidth;
vec.Y = (vec.Y - viewY)/viewHeight;
vec = (vec * 2) - 1;
vec.Y = -vec.Y;
var outVec = vec.Transform(finalMatrix);
outVec.X /= outVec.W;
outVec.Y /= outVec.W;
outVec.Z /= outVec.W;
return outVec.ToVector3();
}
然後我從我的相機對象調用這個方法:
public Vector3 UnProject(Vector3 screenPosition)
{
return screenPosition.UnProject(ProjectionMatrix, ViewMatrix, ViewPort.Location.X, ViewPort.Location.Y, ViewPort.Size.X, ViewPort.Size.Y);
}
要從射線得到我的法向量我做的:
var rayLoc = camera.UnProject(new Vector3(Game.Mouse.Location, 0));
var rayLoc2 = camera.UnProject(new Vector3(Game.Mouse.Location, 1));
var rayDirection = (rayLoc2 - rayLoc).Normalize();
一切工作正常,直到我將我的注視在X上指向1並在X軸和Y軸上旋轉相機一點。之後,矢量不再正確。我不知道我在做什麼錯?
編輯:經過仔細觀察,我認爲我的Matrix4.Invert方法可能是原因。我正在嘗試使用Row專業版,有什麼想法?
public Matrix4 Invert()
{
var mat = new Matrix4(
new Vector4(
Y.Y*Z.Z*W.W - Y.Y*Z.W*W.Z - Z.Y*Y.Z*W.W + Z.Y*Y.W*W.Z + W.Y*Y.Z*Z.W - W.Y*Y.W*Z.Z,
-Y.X*Z.Z*W.W + Y.X*Z.W*W.Z + Z.X*Y.Z*W.W - Z.X*Y.W*W.Z - W.X*Y.Z*Z.W + W.X*Y.W*Z.Z,
Y.X*Z.Y*W.W - Y.X*Z.W*W.Y - Z.X*Y.Y*W.W + Z.X*Y.Y*W.Y + W.X*Y.Y*Z.W - W.X*Y.W*Z.Y,
-Y.X*Z.Y*W.Z + Y.X*Z.Z*W.Y + Z.X*Y.Y*W.Z - Z.X*Y.Z*W.Y - W.X*Y.Y*Z.Z + W.X*Y.Z*W.Y),
new Vector4(
-X.Y*Z.Z*W.W + X.Y*Z.W*W.Z + Z.Y*X.Z*W.W - Z.Y*X.W*W.Z - W.Y*X.Z*Z.W + W.Y*X.W*Z.Z,
X.X*Z.Z*W.W - X.X*Z.W*W.Z - Z.X*X.Z*W.W + Z.X*X.W*W.Z + W.X*X.Z*Z.W - W.X*X.W*Z.Z,
-X.X*Z.Y*W.W + X.X*Z.W*W.Y + Z.X*X.Y*W.W - Z.X*X.W*W.Y - W.X*X.Y*Z.W + W.X*X.W*Z.Y,
X.X*Z.Y*W.Z - X.X*Z.Z*W.Y - Z.X*X.Y*W.Z + Z.X*X.Z*W.Y + W.X*X.Y*Z.Z - W.X*X.Z*Z.Y),
new Vector4(
X.Y*Y.Z*W.W - X.Y*Y.W*W.Z - Y.Y*X.Z*W.W + Y.Y*X.W*W.Z + W.Y*X.Z*Y.W - W.Y*X.W*Y.Z,
-X.X*Y.Z*W.W + X.X*Y.W*W.Z + Y.X*X.Z*W.W - Y.X*X.W*W.Z - W.X*X.Z*Y.W + W.X*X.W*Y.Z,
X.X*Y.Y*W.W - X.X*Y.W*W.Y - Y.X*X.Y*W.W + Y.X*X.W*W.Y + W.X*X.Y*Y.W - W.X*X.W*Y.Y,
-X.X*Y.Y*W.Z + X.X*Y.Z*W.Y + Y.X*X.Y*W.Z - Y.X*X.Z*W.Y - W.X*X.Y*Y.Z + W.X*X.Z*Y.Y),
new Vector4(
-X.Y*Y.Z*Z.W + X.Y*Y.W*Z.Z + Y.Y*X.Z*Z.W - Y.Y*X.W*Z.Z - Z.Y*X.Z*Y.W + Z.Y*X.W*Y.Z,
X.X*Y.Z*Z.W - X.X*Y.W*Z.Z - Y.X*X.Z*Z.W + Y.X*X.W*Z.Z + Z.X*X.Z*Y.W - Z.X*X.Z*Y.Z,
-X.X*Y.Y*Z.W + X.X*Y.W*Z.Y + Y.X*X.Y*Z.W - Y.X*X.W*Z.Y - Z.X*X.Y*Y.W + Z.X*X.W*Y.Y,
X.X*Y.Y*Z.Z - X.X*Y.Z*Z.Y - Y.X*X.Y*Z.Z + Y.X*X.Z*Z.Y + Z.X*X.Y*Y.Z - Z.X*X.Z*Y.Y));
Num delta = X.X*mat.X.X + X.Y*mat.Y.X + X.Z*mat.Z.X + X.W*mat.W.X;
delta = 1/delta;
return mat * delta;
}