My problem is a little bit extense. I'm trying to print a sprite using DirectX 11 and to handle the scale and rotations I use a transformation matrix. I extracted this code from SFML, an open-source library, and for the translation works fine. However, the rotation and scale aren't working as expected as I show next.
When I rotate across the center all is correct.
When I move the sprite and then I rotate, the sprite rotates around an "unknown" point.
The same happens when I scale the sprite, it scales himself from an "unknown" point.
If I rotate the sprite, then the translation axis is the same but with the sprite rotated, so I can't move it properly.
I leave you here a little video of exactly what's going on. [VIDEO]
I think the problem is related to how I transform the sprite, but I can't assure it. I leave you here the code parts I think are involved in this error but you also can take a look into the GitHub project to take a deep look. [GITHUB PROJECT]
Transformable.cpp
const Transform& Transformable::GetTransform() const
{
if (_transformNeedUpdate)
{
float angle = -_rotation * 3.141592654f / 180.f;
float cosine = static_cast<float>(std::cos(angle));
float sine = static_cast<float>(std::sin(angle));
float sxc = _scale.x * cosine;
float syc = _scale.y * cosine;
float sxs = _scale.x * sine;
float sys = _scale.y * sine;
float tx = -_origin.x * sxc - _origin.y * sys + _position.x;
float ty = _origin.x * sxs - _origin.y * syc + _position.y;
_transform = Transform(sxc, sys, tx,
-sxs, syc, ty,
0.f, 0.f, 1.f);
_transformNeedUpdate = false;
}
return _transform;
}
Transform.cpp
Transform::Transform(
float a00, float a01, float a02,
float a10, float a11, float a12,
float a20, float a21, float a22
)
{
_matrix[0] = a00; _matrix[4] = a01; _matrix[8] = 0.f; _matrix[12] = a02;
_matrix[1] = a10; _matrix[5] = a11; _matrix[9] = 0.f; _matrix[13] = a12;
_matrix[2] = 0.f; _matrix[6] = 0.f; _matrix[10] = 1.f; _matrix[14] = 0.f;
_matrix[3] = a20; _matrix[7] = a21; _matrix[11] = 0.f; _matrix[15] = a22;
}
D3DXVECTOR2 Transform::TransformPoint(float x, float y) const
{
return D3DXVECTOR2(_matrix[0] * x + _matrix[4] * y + _matrix[12],
_matrix[1] * x + _matrix[5] * y + _matrix[13]);
}
D3DXVECTOR2 operator *(const Transform& left, const D3DXVECTOR2& right)
{
return left.TransformPoint(right);
}
Bitmap.cpp (Where I setup the vertex to be drawn)
HRESULT Bitmap::UpdateBuffers(ID3D11DeviceContext* deviceContext)
{
if (_transform == _previousTransform && _bounds == _previousBounds)
{
return S_OK;
}
VertexType* vertices;
D3D11_MAPPED_SUBRESOURCE mappedResource;
VertexType* verticesPtr;
HRESULT result;
_previousTransform = _transform;
_previousBounds = _bounds;
vertices = new VertexType[_vertexCount];
if (!vertices)
{
return CO_E_ERRORINAPP;
}
float left = _bounds.left();
float right = left + _bounds.width();
float top = _bounds.top();
float bottom = top + _bounds.height();
D3DXVECTOR2 topLeft = { left, top };
D3DXVECTOR2 bottomRight = { right, bottom };
D3DXVECTOR2 topRight = { right, top };
D3DXVECTOR2 bottomLeft = { left, bottom };
topLeft = _transform * topLeft;
bottomRight = _transform * bottomRight;
topRight = _transform * topRight;
bottomLeft = _transform * bottomLeft;
vertices[0].position = D3DXVECTOR3(topLeft.x, topLeft.y, 0.0f);
vertices[0].texture = D3DXVECTOR2(0.0f, 0.0f);
vertices[1].position = D3DXVECTOR3(bottomRight.x, bottomRight.y, 0.0f);
vertices[1].texture = D3DXVECTOR2(1.0f, 1.0f);
vertices[2].position = D3DXVECTOR3(bottomLeft.x, bottomLeft.y, 0.0f);
vertices[2].texture = D3DXVECTOR2(0.0f, 1.0f);
vertices[3].position = D3DXVECTOR3(topLeft.x, topLeft.y, 0.0f);
vertices[3].texture = D3DXVECTOR2(0.0f, 0.0f);
vertices[4].position = D3DXVECTOR3(topRight.x, topRight.y, 0.0f);
vertices[4].texture = D3DXVECTOR2(1.0f, 0.0f);
vertices[5].position = D3DXVECTOR3(bottomRight.x, bottomRight.y, 0.0f);
vertices[5].texture = D3DXVECTOR2(1.0f, 1.0f);
result = deviceContext->Map(_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return CO_E_ERRORINAPP;
}
verticesPtr = (VertexType*)mappedResource.pData;
memcpy(verticesPtr, (void*)vertices, (sizeof(VertexType) * _vertexCount));
deviceContext->Unmap(_vertexBuffer, 0);
delete[] vertices;
vertices = 0;
return S_OK;
}
The Coordinate System is like the shown in the image below; the center of the screen is the (0,0) position.
The code flow
When the position, scale, rotation or origin of the actor changes, a new Transform is generated. Then, I transform the local bounds of the actor with the generated transform to get the correct positions of the vertex, and I set them into the vertex buffer.
Related
I'm making a level editor for my game with OpenGL in C++. I'm trying to make Editor Camera just like in Unity Engine 2D Scene Camera, but I have an issue when I try to implement mouse movement for the camera (Camera Panning). I'm converting mouse position from screen to world space.
ScreenToWorldSpace Method:
Vector3 Application::ScreenToWorldSpace(int mousex, int mousey)
{
double x = 2.0 * mousex / viewportWidth - 1;
double y = 2.0 * mousey / viewportHeight - 1;
Vector4 screenPos = Vector4(x, -y, -1.0f, 1.0f);
Matrix4 ProjectionViewMatrix = camera1->GetProjectionMatrix() * camera1->GetViewMatrix();
Matrix4 InverseProjectionViewMatrix = glm::inverse(ProjectionViewMatrix);
Vector4 worldPos = InverseProjectionViewMatrix * screenPos;
return Vector3(worldPos);
}
The above method works correctly.
But I'm using ScreenToWorldSpace coordinates to update camera position.
Render Method:
void Application::Render(float deltaTime)
{
Vector3 pos = ScreenToWorldSpace(mousePosition.x, mousePosition.y);
// This is the position of a tile not the camera
position = Vector3(0, 0, 0);
Vector3 rotation = Vector3(0, 0, 0);
Vector3 scale = Vector3(1);
Matrix4 translationMatrix = glm::translate(Matrix4(1.0f), position);
Matrix4 rotationMatrix = glm::eulerAngleYXZ(rotation.y, rotation.x, rotation.z);
Matrix4 scaleMatrix = glm::scale(Matrix4(1.0f), scale);
modelMatrix = translationMatrix * rotationMatrix * scaleMatrix;
if (mouseButtonDown)
{
Console << pos.x << ", " << pos.y << Endl;
camera1->position = Vector3(pos.x, pos.y, -10);
}
{
glScissor(0, 0, 900, 600);
glEnable(GL_SCISSOR_TEST);
glClearColor(236 / 255.0f, 64 / 255.0f, 122 / 255.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, 900, 600);
basicShader->Use();
dirt_grass_tex->Use();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ibo);
camera1->SetZoom(zoomFactor);
camera1->Update();
Matrix4 mvp = camera1->GetProjectionMatrix() * camera1->GetViewMatrix() * modelMatrix;
basicShader->SetUniformMat4("MVP", mvp);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDisable(GL_SCISSOR_TEST);
}
}
Camera Class:
#include "camera.h"
Camera::Camera(int width, int height)
{
swidth = width;
sheight = height;
position = Vector3(0, 0, -10);
rotation = Vector3(0, 0, 0);
m_direction = Vector3(0, 0, -5);
m_up = Vector3(0, 1, 0);
m_right = Vector3(1, 0, 0);
m_offset = Vector3(-swidth / 2 * m_zoom, -sheight / 2 * m_zoom, 0);
m_projection = glm::ortho(0.0f * m_zoom, (float)swidth * m_zoom, 0.0f * m_zoom, (float)sheight * m_zoom, -1000.0f, 0.0f);
}
Camera::~Camera()
{
}
void Camera::Update()
{
Vector3 finalPos = position + m_offset;
m_up = glm::cross(m_right, m_direction);
m_viewMatrix = glm::lookAt(finalPos, finalPos + m_direction, m_up);
m_viewMatrix = glm::scale(m_viewMatrix, Vector3(100));
}
void Camera::SetZoom(float zoom)
{
m_zoom = zoom;
m_offset = Vector3(-swidth / 2 * m_zoom, -sheight / 2 * m_zoom, 0);
m_projection = glm::ortho(0.0f * m_zoom, (float)swidth * m_zoom, 0.0f * m_zoom, (float)sheight * m_zoom, -1000.0f, 0.0f);
}
The following is the output I get when I try to move camera with mouse position converted from Screen to World Space:
if (mouseButtonDown)
{
Console << pos.x << ", " << pos.y << Endl;
position = Vector3(pos.x, pos.y, 0);
}
But if I use mouse position converted from Screen to World space using ScreenToWorldSpace Method the object moves perfectly. Have a look at the following gif:
Following is what I'm trying to achieve:
So I'm Trying to make Game Engine Editor, in that I want to implement Editor Scene Camera like unity / unreal engine scene camera. Following is the editor I'm currently working on:
I tried looking into different resources, but i'm clueless. Help me understand how to move the camera with mouse.
What I think is happening:
Since I'm converting mouse position from screen to world space using camera's projectionView matrix and using those world coordinates to move camera position is causing the problem, because when ever camera moves, projectionView is updated which in turn changes mouse position relative to viewMatrix recursively.
I would Appreciate some help.
Ordinarily, you wouldn't want to write the mouse position directly into the camera location (because that will be of limited use in practice - whenever you click on the screen, the camera would jump).
What you probably want to do something along these lines:
Vector3 g_lastPosition;
void onMousePressed(int x, int y) {
// record starting position!
g_lastPosition = ScreenToWorldSpace(x, y);
}
void onMouseMove(int x, int y) {
// find the difference between new position, and last, in world space
Vector3 new_pos = ScreenToWorldSpace(x, y);
Vector3 offset = new_pos - g_lastPosition;
g_lastPosition = new_pos;
// now move camera by offset
camera->position += offset
}
If you are in an orthographic view, then really you don't need to worry about the projection matrix at all.
int g_lastX;
int g_lastY;
void onMousePressed(int x, int y) {
// store mouse pos
g_lastX = x;
g_lastY = y;
}
void onMouseMove(int x, int y) {
// find the difference between new position, and last, in pixels
int offsetX = x - g_lastX;
int offsetY = y - g_lastY;
// update mouse pos
g_lastX = x;
g_lastY = y;
// get as ratio +/- 1
float dx = ((float) offsetX) / swidth;
float dy = ((float) offsetY) / sheight;
// now move camera by offset (might need to multiply by 2 here?)
camera->position.x += camera->m_offset.x * dx;
camera->position.y += camera->m_offset.y * dy;
}
But in general, for any mouse based movement, you always want to be thinking in terms of adding an offset, rather than setting an exact position.
i need to implement arcball camera. I got something similar, but it works very crookedly (the angle changes sharply, when turning to the right / left, the camera raises up / down strongly).
Here is my source code, can you tell me where I went wrong:
bool get_arcball_vec(double x, double y, glm::vec3& a)
{
glm::vec3 vec = glm::vec3((2.0 * x) / window.getWidth() - 1.0, 1.0 - (2.0 * y) / window.getHeight(), 0.0);
if (glm::length(vec) >= 1.0)
{
vec = glm::normalize(vec);
}
else
{
vec.z = sqrt(1.0 - pow(vec.x, 2.0) - pow(vec.y, 2.0));
}
a = vec;
return true;
}
...
void onMouseMove(double x, double y) {
if (rightMouseButtonPressed) {
glm::vec3 a,b;
cur_mx = x;
cur_my = y;
if (cur_mx != last_mx || cur_my != last_my)
if (get_arcball_vec(last_mx, last_my, a) && get_arcball_vec(cur_mx, cur_my, b))
viewport.getCamera().orbit(a,b);
last_mx = cur_mx;
last_my = cur_my;
...
void Camera::orbit(glm::vec3 a, glm::vec3 b)
{
forward = calcForward();
right = calcRight();
double alpha = acos(glm::min(1.0f, glm::dot(b, a)));
glm::vec3 axis = glm::cross(a, b);
glm::mat4 rotationComponent = glm::mat4(1.0f);
rotationComponent[0] = glm::vec4(right, 0.0f);
rotationComponent[1] = glm::vec4(up, 0.0f);
rotationComponent[2] = glm::vec4(forward, 0.0f);
glm::mat4 toWorldCameraSpace = glm::transpose(rotationComponent);
axis = toWorldCameraSpace * glm::vec4(axis, 1.0);
glm::mat4 orbitMatrix = glm::rotate(glm::mat4(1.0f), (float)alpha, axis);
eye = glm::vec4(target, 1.0) + orbitMatrix * glm::vec4(eye - target, 1.0f);
up = orbitMatrix * glm::vec4(up, 1.0f);
}
I use this code to map 2D mouse position to the sphere:
Vector3 GetArcBallVector(const Vector2f & mousePos) {
float radiusSquared = 1.0; //squared radius of the sphere
//compute mouse position from the centre of screen to interval [-half, +half]
Vector3 pt = Vector3(
mousePos.x - halfScreenW,
halfScreenH - mousePos.y,
0.0f
);
//if length squared is smaller than sphere diameter
//point is inside
float lengthSqr = pt.x * pt.x + pt.y * pt.y;
if (lengthSqr < radiusSquared){
//inside
pt.z = std::sqrtf(radiusSquared - lengthSqr);
}
else {
pt.z = 0.0f;
}
pt.z *= -1;
return pt;
}
To calculate rotation, I use the last (startPt) and current (endPt) mapped position and do:
Quaternion actRot = Quaternion::Identity();
Vector3 axis = Vector3::Cross(endPt, startPt);
if (axis.LengthSquared() > MathUtils::EPSILON) {
float angleCos = Vector3::Dot(endPt, startPt);
actRot = Quaternion(axis.x, axis.y, axis.z, angleCos);
}
I prefer to use Quaternions over matrices since they are easy to multiply (for acumulated rotation) and interpolate (for some smooting).
Using a glm::lookAt function to create the camera view matrix is good but does not help in storing the camera Euler angles. although the calculations seem correct, the view seems to bring the wrong pitch value.
in the following code, if the Y values of the current camera position and destination is the same then, there is no problem. however, the view seems to tilt further down or up if the Y values of the camera position and destination are not equal.
The question is: why does the camera not correctly points an object if the Y values of the camera and object positions are not equal.
float wrapAngle(float angle)
{
int break_after = 100;
constexpr float full_rotation = 2.0 * glm::pi<float>();
while (angle < 0.0f || angle >= full_rotation)
{
if (angle < 0.0f) angle = angle + full_rotation;
if (angle >= full_rotation) angle = angle - full_rotation;
if (--break_after == 0) break;
}
if (break_after == 0) angle = 0.0f;
return angle;
}
void getLookAtAngle(const glm::vec3& position, const glm::vec3& destination, glm::vec3 &angle)
{
//! Find vector of sight toward destination.
glm::vec3 sight = destination - position;
//! Find X, Y rotation against the axis (global).
double yAngle = wrapAngle(std::atan2(sight.x, sight.z));
glm::mat4 yModel(1);
yModel = glm::rotate(yModel, static_cast<float>(-yAngle), glm::vec3(0.0f, 1, 0));
sight = yModel * glm::vec4(sight, 1.0f);
double xAngle = wrapAngle(-std::atan2(sight.y, sight.z));
//! assign xAngle, yAngle to the parameter 'angle'
angle.x = glm::degrees(static_cast<float>(xAngle));
angle.y = glm::degrees(static_cast<float>(yAngle));
angle.z = 0.0f;
}
void updateCamera(const glm::vec3& position, const glm::vec3& destination)
{
glm::vec3 m_rotation(1);
getLookAtAngle(position, destination, m_rotation)
m_model = glm::mat4(1);
m_model = glm::rotate(m_model, glm::radians(m_rotation[0]), glm::vec3(1.0f, 0, 0));
m_model = glm::rotate(m_model, glm::radians(m_rotation[1]), glm::vec3(0.0f, 1, 0));
m_model = glm::rotate(m_model, glm::radians(m_rotation[2]), glm::vec3(0.0f, 0, 1));
m_front = glm::normalize(glm::vec3(m_model * glm::vec4(0, 0, 1.0f, 1.0f)));
m_right = glm::normalize(glm::cross(m_front, glm::vec3(0, 1.0f, 0)));
m_up = glm::normalize(glm::cross(m_right, m_front));
m_view = glm::lookAt(position, position+ m_front, m_up);
}
can anyone tell me how to use
GL11.glreadpixels()
in lwjgl to get the z depth of the ray casted by mouse?
i can get x,y and of the view before transforming it to ray
float x = Mouse.getX();
float y = Mouse.getY();
but i don't know how to use glreadpixels
as when i use it it doesn't give any significance
both calculateMousePoint and calculate MouseRay give the same result
public static float getZDepth(int x, int y)
{
ByteBuffer zdepth = allocBytes(SIZE_FLOAT);
GL11.glReadPixels(x, y, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, zdepth);
return ( (float) (zdepth.getFloat(0)));
}
private Vector3f calculateMouseRay() {
float mouseX = Mouse.getX();
float mouseY = Mouse.getY();
Vector2f normalizedCoords = getNormalisedDeviceCoordinates(mouseX, mouseY);
Vector4f clipCoords = new Vector4f(normalizedCoords.x, normalizedCoords.y, -1.0f, 1.0f);
Vector4f eyeCoords = toEyeCoords(clipCoords);
Vector3f worldRay = toWorldCoords(eyeCoords);
return worldRay;
}
private Vector3f calculateMousePoint() {
float mouseX = Mouse.getX();
float mouseY = Mouse.getY();
float mouseZ = getZDepth((int)mouseX,(int) mouseY);
Vector2f normalizedCoords = getNormalisedDeviceCoordinates(mouseX, mouseY);
Vector4f clipCoords = new Vector4f(normalizedCoords.x, normalizedCoords.y, mouseZ, 1.0f);
Vector4f eyeCoords = toEyeCoords2(clipCoords);
Vector3f worldRay = toWorldCoords(eyeCoords);
return worldRay;
}
private Vector3f toWorldCoords(Vector4f eyeCoords) {
Matrix4f invertedView = Matrix4f.invert(viewMatrix, null);
Vector4f rayWorld = Matrix4f.transform(invertedView, eyeCoords, null);
Vector3f mouseRay = new Vector3f(rayWorld.x, rayWorld.y, rayWorld.z);
mouseRay.normalise();
return mouseRay;
}
private Vector4f toEyeCoords(Vector4f clipCoords) {
Matrix4f invertedProjection = Matrix4f.invert(projectionMatrix, null);
Vector4f eyeCoords = Matrix4f.transform(invertedProjection, clipCoords, null);
return new Vector4f(eyeCoords.x, eyeCoords.y, -1f, 0f);
}
private Vector4f toEyeCoords2(Vector4f clipCoords) {
Matrix4f invertedProjection = Matrix4f.invert(projectionMatrix, null);
Vector4f eyeCoords = Matrix4f.transform(invertedProjection, clipCoords, null);
return new Vector4f(eyeCoords.x, eyeCoords.y, eyeCoords.z, 0f);
}
private Vector2f getNormalisedDeviceCoordinates(float mouseX, float mouseY) {
float x = (2.0f * mouseX) / Display.getWidth() - 1f;
float y = (2.0f * mouseY) / Display.getHeight() - 1f;
return new Vector2f(x, y);
}
From the documentation, x,y and _width, height stand for the area to shoot. type is the type of data, then data is the result.
Last, the most important here is the format parameter : You can select what you want to retreive. For you, it will be GL_DEPTH_COMPONENT :
float zmouse;
GL11.glReadnPixels(xmouse, ymouse, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, zmouse)
You have the Z depth, now you have to convert it into the good space. Actually, it's the clip space and I think you would get the camera space one. So you have to multiply the "mouse" point by the invert of projection and view matrix, something like realPoint = inverse(projection * view * model) * (xmouse, ymousen, zmouse).
Finally, realPoint is the point in the 3D space.
With your code as example, this should do the work :
public static float getZDepth(int x, int y)
{
ByteBuffer zdepth = allocBytes(SIZE_FLOAT);
GL11.glReadPixels(x, y, 1, 1, GL11.GL_DEPTH_COMPONENT, GL11.GL_FLOAT, zdepth);
return ( (float) (zdepth.getFloat(0)));
}
private Vector3f calculateMousePoint(Vector3f point) {
float x = Mouse.getX();
float y = Mouse.getY();
float z = getZDepth((int)mouseX,(int) mouseY);
return project(new Vector3f(x,y,z), new Vector4f(0,0,Display.getWidth(), Display.getHeight()));
}
private Vector3f calculateFarPoint(Vector3f point) {
float x = Mouse.getX();
float y = Mouse.getY();
return project(new Vector3f(x,y,1.), new Vector4f(0,0,Display.getWidth(), Display.getHeight()));
}
// Code translated from GLM_GTC_matrix_transform
//(https://glm.g-truc.net/0.9.2/api/a00245.html#gac38d611231b15799a0c06c54ff1ede43)
private Vector3f project(Vector3f point, Vector4f viewport)
{
Matrix4f Inverse = Matrix4f.invert(projectionMatrix * viewMatrix)
Vector4f tmp = new Vector4f(point.x, point.y, point.z, 1.f);
tmp.x = (tmp.x - viewport.x) / viewport.z;
tmp.y = (tmp.y - viewport.y) / viewport.w;
tmp = tmp * 2.0 - 1.0;
Vector4f obj = Inverse * tmp;
obj /= obj.w;
return new Vector3f(obj.x, obj.y, obj.z);
}
Using Monotouch and OpenTK I am trying to get the screen coordinate of one 3D point. I have my world view projection matrix set up, and OpenGL makes sense of it and projects my 3D model perfectly, but how to use the same matrix to project just one point from 2D to 3D?
I thought I could simply use:
Vector3.Transform(ref input3Dpos, ref matWorldViewProjection, out projected2Dpos);
Then have the projected screen coordinate in projected2DPos. But the resulting Vector4 does not seem to represent the proper projected screen coordinate. And I do not know how to calculate it from there on.
I found I need to divide by Vector4.w, however I am still getting the wrong values. Using this method now:
private static bool GluProject(OpenTK.Vector3 objPos, OpenTK.Matrix4 matWorldViewProjection, int[] viewport, out OpenTK.Vector3 screenPos)
{
OpenTK.Vector4 _in;
_in.X = objPos.X;
_in.Y = objPos.Y;
_in.Z = objPos.Z;
_in.W = 1f;
Vector4 _out = OpenTK.Vector4.Transform(_in, matWorldViewProjection);
if (_out.W <= 0.0)
{
screenPos = OpenTK.Vector3.Zero;
return false;
}
_out.X /= _out.W;
_out.Y /= _out.W;
_out.Z /= _out.W;
/* Map x, y and z to range 0-1 */
_out.X = _out.X * 0.5f + 0.5f;
_out.Y = -_out.Y * 0.5f + 0.5f;
_out.Z = _out.Z * 0.5f + 0.5f;
/* Map x,y to viewport */
_out.X = _out.X * viewport[2] + viewport[0];
_out.Y = _out.Y * viewport[3] + viewport[1];
screenPos.X = _out.X;
screenPos.Y = _out.Y;
screenPos.Z = _out.Z;
return true;
}
I cannot see any errors though... :S
In the first question you're missing the last step: Mapping from NDC (Normalized Device Coordinates) to viewport coordinates. That's what the lines
/* Map x,y to viewport */
_out.X = _out.X * viewport[2] + viewport[0];
_out.Y = _out.Y * viewport[3] + viewport[1];
in your GluProject do,
You have two options. You can calculate it yourself, or use the glProject function. I prefer the first.
Number 1:
private Vector2 Convert(
Vector3 pos,
Matrix4 viewMatrix,
Matrix4 projectionMatrix,
int screenWidth,
int screenHeight)
{
pos = Vector3.Transform(pos, viewMatrix);
pos = Vector3.Transform(pos, projectionMatrix);
pos.X /= pos.Z;
pos.Y /= pos.Z;
pos.X = (pos.X + 1) * screenWidth / 2;
pos.Y = (pos.Y + 1) * screenHeight / 2;
return new Vector2(pos.X, pos.Y);
}
Number 2:
public Vector2 form3Dto2D(Vector3 our3DPoint)
{
Vector3 our2DPoint;
float[] modelviewMatrix = new float[16];
float[] projectionMatrix = new float[16];
int[] viewport = new int[4];
GL.GetFloat(GetPName.ModelviewMatrix, modelviewMatrix);
GL.GetFloat(GetPName.ProjectionMatrix, projectionMatrix);
GL.GetInteger(GetPName.Viewport, viewport);
OpenTK.Graphics.Glu.Project(our3DPoint, convertFloatsToDoubles(modelviewMatrix),
convertFloatsToDoubles(projectionMatrix), viewport, out our2DPoint);
return new Vector2(our2DPoint.X, our2DPoint.Y)
}
public static double[] convertFloatsToDoubles(float[] input)
{
if (input == null)
{
return null; // Or throw an exception - your choice
}
double[] output = new double[input.Length];
for (int i = 0; i < input.Length; i++)
{
output[i] = input[i];
}
return output;
}