dummstah

11-25-2003, 04:29 PM

I've looked for this on the forum and so far I've seen a few things that seem to do what I want, but don't actually seem to work. I'm relatively new to 3d geometry so obviously I've got stuck. I know it must be something simple but I'm not sure what. I know I have to raycast the cursor into the scene and get the intersection point of the plane. I just don't know exactly how and need someone to point me in the right direction.

I'll explain it in this image if I've lost anybody:

http://dummyworld.net/plane.gif

The floor in that picture is along the XZ plane. When I click where the mouse cursor is, the program needs to calculate the X and Z positions of that green dot on the plane.

This is what I've tried so far, based on things I've seen around the forum:

void GetCursorPlane(int x, int y, vertex *to)

{

GLint viewport[4];

GLdouble modelview[16], projection[16];

GLfloat mouseX, mouseY;

glPushMatrix();

glLoadIdentity();

//Setup the camera (referencing angles from the openGL class)

glRotatef(openGL.cameraRotate.x, 1.0f, 0.0f, 0.0f);

glRotatef(openGL.cameraRotate.y -180.0f, 0.0f,-1.0f, 0.0f);

glRotatef(openGL.cameraRotate.z, 0.0f, 0.0f, 1.0f);

glTranslatef( 0.0f - openGL.cameraPos.x,

0.0f - openGL.cameraPos.y,

0.0f - openGL.cameraPos.z);

//Get the matrices and viewport details

glGetDoublev (GL_MODELVIEW_MATRIX, modelview);

glGetDoublev (GL_PROJECTION_MATRIX, projection);

glGetIntegerv(GL_VIEWPORT, viewport);

//Mouse cursor pos correction (opengl's upside down)

mouseX = (float)x;

mouseY = (float)viewport[3] - (float)y;

//Unproject

gluUnProject( mouseX, mouseY, 1.0f, modelview, projection, viewport, &to->x, &to->y, &to->z);

glPopMatrix();

return;

}

This gives me coordinates that are way off what I need, and doesn't seem to give remotely right values (eg, I click repeatadly along the top edge of the wall, left to right, and all the XYZ positions change instead of Z staying near constant).

[This message has been edited by dummstah (edited 11-25-2003).]

I'll explain it in this image if I've lost anybody:

http://dummyworld.net/plane.gif

The floor in that picture is along the XZ plane. When I click where the mouse cursor is, the program needs to calculate the X and Z positions of that green dot on the plane.

This is what I've tried so far, based on things I've seen around the forum:

void GetCursorPlane(int x, int y, vertex *to)

{

GLint viewport[4];

GLdouble modelview[16], projection[16];

GLfloat mouseX, mouseY;

glPushMatrix();

glLoadIdentity();

//Setup the camera (referencing angles from the openGL class)

glRotatef(openGL.cameraRotate.x, 1.0f, 0.0f, 0.0f);

glRotatef(openGL.cameraRotate.y -180.0f, 0.0f,-1.0f, 0.0f);

glRotatef(openGL.cameraRotate.z, 0.0f, 0.0f, 1.0f);

glTranslatef( 0.0f - openGL.cameraPos.x,

0.0f - openGL.cameraPos.y,

0.0f - openGL.cameraPos.z);

//Get the matrices and viewport details

glGetDoublev (GL_MODELVIEW_MATRIX, modelview);

glGetDoublev (GL_PROJECTION_MATRIX, projection);

glGetIntegerv(GL_VIEWPORT, viewport);

//Mouse cursor pos correction (opengl's upside down)

mouseX = (float)x;

mouseY = (float)viewport[3] - (float)y;

//Unproject

gluUnProject( mouseX, mouseY, 1.0f, modelview, projection, viewport, &to->x, &to->y, &to->z);

glPopMatrix();

return;

}

This gives me coordinates that are way off what I need, and doesn't seem to give remotely right values (eg, I click repeatadly along the top edge of the wall, left to right, and all the XYZ positions change instead of Z staying near constant).

[This message has been edited by dummstah (edited 11-25-2003).]