Hi
The opengl.org page:
http://www.opengl.org/resources/faq/technical/selection.htm
describes a method for picking an object using a pick-ray.
I coded the described method but can’t get it to work; see code below.
To help see that the pick-ray is correct I added the method drawRay() which is called in display(). However, I don’t see any ray lines rendered and suspect I’ve misinterpreted the opengl.org description of object picking using a pick-ray.
Thanks.
Graham
===
public Ray3D mouseRayWorldCoordinates(GLAutoDrawable drawable)
{
// [http://www.java-tips.org/other-api-tips/jogl/how-to-use-gluunproject-in-jogl.html](http://www.java-tips.org/other-api-tips/jogl/how-to-use-gluunproject-in-jogl.html)
GL2 gl2 = drawable.getGL().getGL2();
int viewport[] = new int[4];
float mvmatrix[] = new float[16];
float projmatrix[] = new float[16];
int realy = 0;// GL y coord pos
float wcoordNear[] = new float[4];// wx, wy, wz;// returned xyz coords
float wcoordFar[] = new float[4];
int x = xCoord;
int y = yCoord;
gl2.glGetIntegerv(GL.GL_VIEWPORT, viewport, 0);
gl2.glGetIntegerv(GL2.GL_VIEWPORT, viewport, 0);
gl2.glGetFloatv(GL2.GL_MODELVIEW_MATRIX, mvmatrix, 0);
gl2.glGetFloatv(GL2.GL_PROJECTION_MATRIX, projmatrix, 0);
realy = viewport[3] - (int)y; /* note viewport[3] is height of window in pixels */
System.out.println("Coordinates at cursor are (" + x + ", " + realy);
boolean ok = glu.gluUnProject((float) x, (float)realy, 0.0f, //
mvmatrix, 0,
projmatrix, 0,
viewport, 0,
wcoordNear, 0);
System.out.println("World coords at z=0.0 are ( " //
+ wcoordNear[0] + ", " + wcoordNear[1] + ", " + wcoordNear[2]
+ "); ok: " + ok);
ok = glu.gluUnProject((float) x, (float) realy, 1.0f, //
mvmatrix, 0,
projmatrix, 0,
viewport, 0,
wcoordFar, 0);
System.out.println("World coords at z=1.0 are (" //
+ wcoordFar[0] + ", " + wcoordFar[1] + ", " + wcoordFar[2]
+ "); ok: " + ok);
// direction vector is far point - near point
Vector3D dirVector = new Vector3D(wcoordFar[0]-wcoordNear[0],wcoordFar[1]-wcoordNear[1],wcoordFar[2]-wcoordNear[2]);
dirVector.normalise();
Point3D viewerLocation = GLUtilities.cameraLocation(gl2);
Ray3D mouseRay = new Ray3D(viewerLocation,dirVector);
return mouseRay;
}
// method to draw a test ray
private void drawRay(Ray3D ray, GLAutoDrawable drawable)
{
GL2 gl2 = drawable.getGL().getGL2();
Vector3D rayDirection = ray.getDirection();
Point3D rayStart = ray.getOrigin();
Point3D rayEnd = rayStart.pointAlongVector(rayDirection,100,1e-06);
gl2.glColor3f( 1.0f, 0.0f, 0.0f );
gl2.glBegin(GL2.GL_LINES); // start drawing the line
gl2.glVertex3d(rayStart.getX(),rayStart.getY(),rayStart.getZ());
gl2.glVertex3d(rayEnd.getX(),rayEnd.getY(),rayEnd.getZ());
gl2.glEnd(); // finished drawing the line
}