我试图选择一个3d点。我阅读了各种网站,但我的代码没有用。
右键单击:
glGetFloatv(GL_MODELVIEW_MATRIX,mv_mat)
glGetFloatv(GL_PROJECTION_MATRIX,p_mat)
ip_mat = np.linalg.inv(mat4(p_mat))
# clip = array[
# (2*x)/window_width-1
# 1-(y*2)/window.height
# -1
# 1
camera_coord = np.dot(ip_mat,clip)
camera_coord = np.array([camera_coord[0,0],camera_coord[0,1],-1,0])
imv_mat = np.linalg.inv(mat4(mv_mat))
ray_world = np.dot(imv_mat,camera_coord)
ray_world = np.array([ray_world[0],ray_world[1],ray_world[2]])
ray_world = ray_world/np.linalg.norm(ray_world)
Intersect_sphere功能:
v = np.array([model.rx,model.ry,model.rz]) - np.array([-0.5, 0.5, 0])
b = 2 * np.dot(v, ray_world)
c = np.dot(v, v) - 1 * 1
delta = b * b - 4 * c
if (delta > 0):
print('select')
return True
return False
编辑:我发现了一个拼写错误。即使在更改代码后仍然无效。
答案 0 :(得分:0)
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。
要将窗口坐标映射到对象坐标,可以使用gluUnProject
。
gluUnProject
的参数类型为GLdouble
。
为类型为GLdouble
的投影矩阵和视图矩阵创建一个数组,为视口矩形创建类型为GLint
的数组:
self.mv_mat = (GLdouble * 16)()
self.p_mat = (GLdouble * 16)()
self.v_rect = (GLint * 4)()
获取当前的投影矩阵,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3D场景的2维(透视)投影。要在窗口中找到“拾取”的对象,必须在“拾取”窗口位置上找到一个靠近相机的点和一个距离景深较远的点。这两个点定义了一条射线。拾取的对象是最接近相机附近点的那个对象。
窗口空间中点的第一和第二坐标是像素的x和y坐标,第三坐标是[0,1]范围内的深度。
因此,从相机附近到远处的光线槽坐标(x,y)由两个点 p0 和 p1 定义,其中:
p0 = (x, y, 0)
p1 = (x, y, 1)
此点必须由gluUnProject
转换为2个世界空间:
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)
如果从球的中心点到射线的最近点到中心点的距离小于或等于球的半径,则射线与球相交。
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)
计算射线上最接近球体中心点的点:
p0_cpt = np.subtract(p0, cpt)
near_pt = np.subtract(p0, r_dir * np.dot(p0_cpt, r_dir))
计算射线上的点到中心点的距离:
dist = np.linalg.norm(np.subtract(near_pt, cpt))
如果距离小于或等于球体的半径,则射线将撞击球体:
isIntersecting = dist <= radius
请参见简短的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()