View Full Version : gluUnProject

mphanke

05-24-2002, 06:14 AM

Hi,

I have a couple questions conserning gluUnProject().

1. What the heck is the winZ coordinate? And how do I get it?

2. Where should I grap the modelview and projection matrices?

3. Where can I find tutorials on how to deal with gluUnProject()?

Thanks for your help,

Martin

Robbo

05-24-2002, 06:32 AM

Explaination:

The Z co-ordinate usually comes from a picking render or some kind of hit test. In order to correctly unproject a point, you need to know its distance in the scene.

As for getting model and projection matrices, see below. The method below takes mouse co-ordinates (from windows) and unprojects them. The `vertex' parameter contains the x, y mouse co-ordinates and the z co-ordinate given by the picking render.

//

// Unproject the given mouse point back into the scene.

//

void CSelectionBuffer :: UnProjectMouse ( CVertex3D& Point, CVertex3D& Out )

{

//

// Finally, we need to reverse transform the values we have back into the world to get correct world x, y, z.

//

GLdouble Projection [16], Model [16];

GLint Viewport [4];

//

// Now get the matrices and viewport.

//

glGetDoublev ( GL_PROJECTION_MATRIX, Projection );

glGetDoublev ( GL_MODELVIEW_MATRIX, Model );

glGetIntegerv( GL_VIEWPORT, Viewport );

//

// We will need to invert mouse y (because its top left whereas our window is bottom left origin).

//

double Invert_m_y = static_cast<double> ( Viewport [3] ) - static_cast<double> ( Point.v [1] );

HITRECORD h1, h2;

//

// Inverse transform the given point - note its important that the viewing transforms are setup as they were rendered.

//

gluUnProject ( static_cast<double> ( Point.v [0] ), // Mouse x.

Invert_m_y, // Inverted mouse y.

0.0, // The z depth result we got from selection.

Model, // Model view matrix.

Projection, // Projection matrix.

Viewport, // Viewport co-ordinates.

&h1.x, // Final result x.

&h1.y, // Final result y.

&h1.z ); // Final result z.

//

// Copy results across ( from double to float ).

//

Out.v [0] = static_cast<float> ( h1.x );

Out.v [1] = static_cast<float> ( h1.y );

Out.v [2] = static_cast<float> ( h1.z );

}

[This message has been edited by Robbo (edited 05-24-2002).]

mphanke

05-24-2002, 07:00 AM

Okay,

it works, at least somehow. If I rotate my model so it is rotated 90° the coordinates I get back are everything but not right!

HEEELLLPP!

Robbo

05-24-2002, 07:20 AM

Well, some source-code would be nice - we need to see how you get your z and what your screen x, y are. Also, how you unproject. Don't forget that your transform (model) matrix must be the same when you unproject as it was when you rendered the scene in the first place. ie:

glPushMatrix ()

....ApplyMyCameraTransform ()

....DrawMyStuff ()

....

glPopMatrix ()

..

.. then, before you unproject,

ApplyMyCameraTransform ()

....Do My unprojection

....

etc...

mphanke

05-24-2002, 07:28 AM

Hm, sorry about my panic, but it was my confused mind which made me go berserk and mess up my code.

It works now, thanks for your help!!

Martin

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