如果要在窗口中选择一个点,则必须将窗体窗口坐标转换为世界坐标或对象坐标。
可以使用将窗口坐标映射到对象坐标gluUnProject
。
to 的参数gluUnProject
是类型GLdouble
。
为投影矩阵和视图矩阵创建一个数组,GLdouble
为GLint
视口矩形创建一个数组:
self.mv_mat = (GLdouble * 16)()
self.p_mat = (GLdouble * 16)()
self.v_rect = (GLint * 4)()
获取当前投影矩阵、模型视图矩阵和视口矩形:
glGetDoublev(GL_MODELVIEW_MATRIX, self.mv_mat)
glGetDoublev(GL_PROJECTION_MATRIX, self.p_mat)
glGetIntegerv(GL_VIEWPORT, self.v_rect)
在视口上绘制了 3 维场景的 2 维(透视)投影。从一个点(相机位置)观察场景。要找到在窗口中“拾取”的对象,您必须找到对象所在的视线。一条射线由 2 个点定义。找到一个靠近相机的点和一个远离场景深度的点,它们位于“拾取”窗口位置以定义光线。拾取的对象是最靠近相机的对象。在归一化设备空间中,所有具有相同 x 和 y 坐标的点都在同一条射线上,从相机位置看。
窗口空间中点的第 1 和第 2 坐标是以像素为单位的 x 和 y 坐标,第 3 坐标是范围 [0, 1] 中的深度。
从相机附近到远深度由 2 个点p0和p1定义,其中:
p0 = (x, y, 0)
p1 = (x, y, 1)
这点必须通过以下方式转换为 2 个世界空间gluUnProject
:
ray_near = [GLdouble() for _ in range(3)]
ray_far = [GLdouble() for _ in range(3)]
gluUnProject(x, y, 0, mv_mat, p_mat, v_rect, *ray_near)
gluUnProject(x, y, 1, mv_mat, p_mat, v_rect, *ray_far)
如果从球体中心点到射线上最近点的距离小于或等于球体半径,则射线与球体相交。
计算射线的归一化方向:
p0 = [v.value for v in ray_near]
p1 = [v.value for v in ray_far]
r_dir = np.subtract(p0, p1)
r_dir = r_dir / np.linalg.norm(r_dir)
计算射线上离球体中心最近的点:
p0_cpt = np.subtract(p0, cpt)
near_pt = np.subtract(p0, r_dir * np.dot(p0_cpt, r_dir))
计算射线上点到中心点的距离:
dist = np.linalg.norm(np.subtract(near_pt, cpt))
如果距离小于或等于球体的半径,则光线会击中球体:
isIntersecting = dist <= radius
请参阅简短的PyGlet示例:
from pyglet.gl import *
from pyglet.window import key
import numpy as np
class Window(pyglet.window.Window):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.sphere = gluNewQuadric()
self.vp_valid = False
self.mouse_pos = (0, 0)
self.mv_mat = (GLdouble * 16)()
self.p_mat = (GLdouble * 16)()
self.v_rect = (GLint * 4)()
def on_resize(self, width, height):
self.vp_valid = False
def isectSphere(self, p0, p1, cpt, radius):
# normalized ray direction
r_dir = np.subtract(p0, p1)
r_dir = r_dir / np.linalg.norm(r_dir)
# nearest point on the ray to the sphere
p0_cpt = np.subtract(p0, cpt)
near_pt = np.subtract(p0, r_dir * np.dot(p0_cpt, r_dir))
# distance to center point
dist = np.linalg.norm(np.subtract(near_pt, cpt))
# intersect if dist less or equal the radius of the sphere
return dist <= radius
def on_draw(self):
if not self.vp_valid:
self.vp_valid = True
glViewport(0, 0, self.width, self.height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(45, self.width/self.height, 0.1, 50.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(0, -8, 0, 0, 0, 0, 0, 0, 1)
glGetDoublev(GL_MODELVIEW_MATRIX, self.mv_mat)
glGetDoublev(GL_PROJECTION_MATRIX, self.p_mat)
glGetIntegerv(GL_VIEWPORT, self.v_rect)
temp_val = [GLdouble() for _ in range(3)]
gluUnProject(*self.mouse_pos, 0, self.mv_mat, self.p_mat, self.v_rect, *temp_val)
self.mouse_near = [v.value for v in temp_val]
gluUnProject(*self.mouse_pos, 1, self.mv_mat, self.p_mat, self.v_rect, *temp_val)
self.mouse_far = [v.value for v in temp_val]
isect_a = self.isectSphere(self.mouse_near, self.mouse_far, [-1.5, 0, 0], 1)
isect_b = self.isectSphere(self.mouse_near, self.mouse_far, [1.5, 0, 0], 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glShadeModel(GL_SMOOTH)
glEnable(GL_COLOR_MATERIAL)
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
glEnable(GL_LIGHT0)
glLightfv(GL_LIGHT0, GL_AMBIENT, (GLfloat *4)(0.1, 0.1, 0.1, 1))
glLightfv(GL_LIGHT0, GL_DIFFUSE, (GLfloat *4)(1.0, 1.0, 1.0, 1))
glLightfv(GL_LIGHT0, GL_POSITION, (GLfloat *4)(0, -1, 0, 0))
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
glPushMatrix()
glTranslatef(-1.5, 0, 0)
if isect_a:
glColor4f(1.0, 0.5, 0.5, 1)
else:
glColor4f(0.5, 0.2, 0.2, 1)
gluSphere(self.sphere, 1.0, 32, 16)
glTranslatef(3, 0, 0)
if isect_b:
glColor4f(0.5, 0.5, 1.0, 1)
else:
glColor4f(0.2, 0.2, 0.5, 1)
gluSphere(self.sphere, 1.0, 32, 16)
glPopMatrix()
def on_mouse_motion(self,x,y,dx,dy):
self.mouse_pos = (x, y)
if __name__ == "__main__":
window = Window(width=800, height=600, resizable=True)
pyglet.app.run()