I'm currently working on a STL file viewer. This one use an Arcball camera :
To provide more features on this viewer (which can handle more than one object) I would like to implement a click select. To achieve it, I have used picking(Pseudo code I have used)
At this time, my code to check for a any object 3D between 2 points works. However the conversion of mouse position to a correct set of vector is far away from working:
glm::vec3 range = transform.GetPosition() + ( transform.GetFront() * 1000.0f);
// x and y are cursor position on the screen
glm::vec3 start = UnProject(x,y, transform.GetPosition().z);
glm::vec3 end = UnProject(x,y,range.z);
/*
The code which iterate over all objects in the scene and checks for collision
between my start / end and the object hitbox
*/
As you can see I have tried (maybe it is stupid) to set a the z distance between my start and my end to 100 * theFront vector of my camera. But it's not working the set of vectors I get are incoherents.
By example, placing the camera at 0 0 0 with a front of 0 0 -1 give me this set of Vectors :
Start : 0.0000~ , 0.0000~ , 0.0000~
End : 0.0000~ , 0.0000~ , 0.0000~
which is (by my logic) incoherent, I would have expected something more like (Start : 0, 0, 0) ( End : 0, 0, -1000)
I think there's an issue with my UnProject function :
glm::vec3 UnProject(float winX, float winY, float winZ)
{
// Compute (projection x modelView) ^ -1:
glm::mat4 modelView = GetViewMatrix() * glm::mat4(1.0f);
glm::mat4 projection = GetProjectionMatrix(ScreenSize);
const glm::mat4 m = glm::inverse(projection * modelView);
// Need to invert Y since screen Y-origin point down,
// while 3D Y-origin points up (this is an OpenGL only requirement):
winY = ScreenSize.cy - winY;
// Transformation of normalized coordinates between -1 and 1:
glm::vec4 in;
in.x = winX / ScreenSize.cx * 2.0 - 1.0;
in.y = winY / ScreenSize.cy * 2.0 - 1.0;
in.z = 2.0 * winZ - 1.0;
in.w = 1.0;
// To world coordinates:
glm::vec4 out(m * in);
if (out.w == 0.0) // Avoid a division by zero
{
return glm::vec3(0.0f);
}
out.w = 1.0 / out.w;
return glm::vec3(out.x * out.w, out.y * out.w,out.z * out.w);
}
Since this function is basic rewrite of the pseudo code (from here) and I'm far from behind good at mathematics I don't really see what could go wrong...
PS: my view matrix (provided by GetViewMatrix()) is correct (since I use it to show my scene)
my projection matrix is also correct
the ScreenSize object carry my viewport size