Finding object under mouse - c++

I'm developing a game that basically has its entire terrain made out of AABB boxes. I know the verticies, minimum, and maximum of each box. I also set up my camera like this:
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(Camera.rotx,1,0,0);
glRotatef(Camera.roty,0,1,0);
glRotatef(Camera.rotz,0,0,1);
glTranslatef(-Camera.x,-Camera.y,-Camera.z);
What I'm trying to do is basically find the cube the mouse is on. I thought about giving the mouse position a forward directional vector and simply iterating through until the 'mouse bullet' hits something. However this envolves interating through all objects several times. Is there a way I could do it by only iterating through all the objects once?
Thanks

This is usually referred to as 'picking' This here looks like a good gl based link
If that is tldr, then a basic algorithm you could use
sort objects by z (or keep them sorted by z, or depth buffer tricks etc)
iterate and do a bounds test, stopping when you hit the first one.

This is called Ray Tracing (oops, my mistake, it's actually Ray Casting). Every Physics engine has this functionality. You can look at one of the simplest - ODE, or it's derivative - Bullet. They are open-source so you can take out what you don't need. They both have a handy math library that handles all oftenly needed matrix and vertex operations.
They all have demos on how to do exactly this task.

I suggest you consider looking at this issue from a bigger perspective.
The boxes are just points at a lower resolution. The trick is to reduce the resolution of the mouse to figure out which box it is on.
You may have to perform a 2d to 3d conversion (or vice versa). In most games, the mouse lives in a 2d coordinate world. The stuff "under" the mouse is a 2d projection of a 3d universe.

You want to use a 3D picking algorithm. The idea is that you draw a ray from the user's position in the virtual world in the direction of the click. This blog post explains very clearly how to implement such an algorithm. Essentially your screen coordinates need to be transformed from the screen space to the virtual world space. There's a website that has a very good description about the various transformations involved and I can't post the link due to my rank. Search for book of hook's mouse picking algorithm [I do not own the site and I haven't authored the document].
Once you get a ray in the desired direction, you need to perform tests for intersection with the geometries in the real world. Since you have AABB boxes entirely, you can use simple vector equations to check which geometry intersects the ray. I would say that approximating your boxes as a sphere would make life very easy since there is a very simple sphere-ray intersection test. So, your ray would be described by what you obtain from the first step (the ray drawn in the first step) and then you would need to use an intersection test. If you're ok with using spheres, the center of the sphere would be the point you draw your box and the diameter would be the width of your box.
Good Luck!

Related

OpenGL perspective x-y-coordinates to orhogonal

Let's say that I have a perspective view in OpenGL and choose a point at a given depth. Let's say that it's at z=-10. How do I know which actual x- and y-coordinates this point have? It is easy when having an orth view because it then is the same for every depth. but for the perspective one: How do I find these x-y-values?
The coordinates you supply are basically "world" coordinates -- i.e., where things exist in the virtual world you build. In other words, the coordinates you work with are always orthogonal.
Just for example, if I was going to do a 3D model of a house, I could set it up so I was working in actual feet, so when I could draw a line from 0,0 to 0,10 to represent something exactly 10 feet long. That would remain 10 feet whether I viewed it up close, so it filled my view, or from a long ways away so it was only a couple of pixels long.
Only when objects are being displayed is perspective transformation done. I don't do it on the coordinates being fed into the system at all.
If you're asking about computing the screen coordinates for an object, yes, you can. The usual way to do this is with gluUnProject. At least in my experience it's relatively unusual that you end up needing to do this though.
The one time you sort of care is when you're selecting something on-screen using the mouse. Though it's possible to do with with gluUnProject, OpenGL has a selection mode that's intended specifically for this kind of purpose, and it works pretty well.
Look at gluProject as a way of projecting your cursor position into a "world" position (and gluUnproject as a way of finding out where your object is on screen).

See what "block" the player is looking at

I'm creating a game where the world is formed out of cubes (like in Minecraft), but there's just one small problem I can't put my finger on. I've created the world, the player, the camera movement and rotation (glRotatef and glTranslatef). Now I'm stuck at finding out what block the player is looking at.
EDIT: In case I didn't make my question clear enough, I don't understand how to cast the ray to check for collision with the blocks. All the blocks that I'm drawing are stored in a 3D array, containing the block id (I know I need to use octrees, but I just want the algorithm to work, optimization comes along the way)
OpenGL is a drawing/rendering API, not some kind of game/graphics engine. You tell it to draw stuff, and that's what it does.
Tests like the one you intend are not covered by OpenGL, you've to implement them either yourself or use some library designed for this. In your case you want to test the world against the viewing frustum. The exact block the player looks on can be found by doing a ray geometry intersection test, i.e. you cast a ray from your player position into the direction the player looks and test which objects intersect with that ray. Using a spatial subdivision structure helps speeding things up. In the case of a world made of cubes the most easy and efficient structure is a octree, i.e. one large cube that gets subdivided into 8 sub-cubes of half the containing cube's edge length. Then those subcubes are divided and so on.
Traversing such a structure is easily implemented by recursive functions – don't worry about stack overflow, since already as litte as 10 subdivisions would yield 2^10^3 = 2^30 sub-sub-...-sub-cubes, with a requirement of at leat 8GB of data to build a full detailed mesh from them. But 10 function recursion levels are not very deep.
First imagine a vector from your eye point in the direction of the camera with a length equal to the player's "reach". If I remember correctly the reach in Minecraft is about 4 blocks (or 4 meters). For every block in your world that could intersect that vector (which can be as simple as a 3D loop over a cube of blocks bounded by the min/max x/y/z values for your reach vector) cast a ray at the cube (if it's not air) to see if you hit it. Raycasting at an AABB (axis aligned bounding box) is pretty straightforward and you can Google that algorithm. Now sort the results by distance and return the block that hit the ray first.

library for beam tracing (beam intersection) on a 3D Polygon model

I want to simulate a laser scanner which emits laser beam onto a 3D model to measure distance or other features from the model. The 3D model consists of vertices in xyz coordinate and faces; each vertex has also some user defined features.
The method should be simple. I define a view point and view vector (i.e. laser beam); what I need to do is checking the first vertex or the first face which is intersected with the view vector, then I can measure the distance and evaluate feature from the nearest vertices.
Is there any available library or tools to do that?
What you are talking about is, in a very literal sense, ray tracing. The maths and code behind doing this is not particularly complicated, especially if you don't have to consider reflections. There's a tutorial for doing exactly this in C++ here; triangle intersection is almost as simple as sphere intersection, and you can completely ignore the surface properties. If you don't want to write your own code (but seriously, it's maybe a hundred lines to do what you're looking for), there's a hint as to how to get Povray to do what you're after here.
EDIT: More maths, including triangle intersection, is here.

OpenGL GL_SELECT or manual collision detection?

As seen in the image
I draw set of contours (polygons) as GL_LINE_STRIP.
Now I want to select curve(polygon) under the mouse to delete,move..etc in 3D .
I am wondering which method to use:
1.use OpenGL picking and selection. ( glRenderMode(GL_SELECT) )
2.use manual collision detection , by using a pick-ray and check whether the ray is inside each polygon.
I strongly recommend against GL_SELECT. This method is very old and absent in new GL versions, and you're likely to get problems with modern graphics cards. Don't expect it to be supported by hardware - probably you'd encounter a software (driver) fallback for this mode on many GPUs, provided it would work at all. Use at your own risk :)
Let me provide you with an alternative.
For solid, big objects, there's an old, good approach of selection by:
enabling and setting the scissor test to a 1x1 window at the cursor position
drawing the screen with no lighting, texturing and multisampling, assigning an unique solid colour for every "important" entity - this colour will become the object ID for picking
calling glReadPixels and retrieving the colour, which would then serve to identify the picked object
clearing the buffers, resetting the scissor to the normal size and drawing the scene normally.
This gives you a very reliable "per-object" picking method. Also, drawing and clearing only 1 pixel with minimal per-pixel operation won't really hurt your performance, unless you are short on vertex processing power (unlikely, I think) or have really a lot of objects and are likely to get CPU-bound on the number of draw calls (but then again, I believe it's possible to optimize this away to a single draw call if you could pass the colour as per-pixel data).
The colour in RGB is 3 unsigned bytes, but it should be possible to additionally use the alpha channel of the framebuffer for the last byte, so you'd get 4 bytes in total - enough to store any 32-bit pointer to the object as the colour.
Alternatively, you can create a dedicated framebuffer object with a specific pixel format (like GL_R32UI, or even GL_RG32UI if you need 64 bits) for that.
The above is a nice and quick alternative (both in terms of reliability and in implementation time) for the strict geometric approach.
I found that on new GPUs, the GL_SELECT mode is extremely slow. I played with a few different ways of fixing the problem.
The first was to do a CPU collision test, which worked, but wasn't as fast as I would have liked. It definitely slows down when you are casting rays into the screen (using gluUnproject) and then trying to find which object the mouse is colliding with. The only way I got satisfactory speeds was to use an octree to reduce the number of collision tests down and then do a bounding box collision test - however, this resulted in a method that was not pixel perfect.
The method I settled on was to first find all the objects under the mouse (using gluUnproject and bounding box collision tests) which is usually very fast. I then rendered each of the objects that have potentially collided with the mouse in the backbuffer as a different color. I then used glReadPixel to get the color under the mouse, and map that back to the object. glReadPixel is a slow call, since it has to read from the frame buffer. However, it is done once per frame, which ends up taking a negligible amount of time. You can speed it up by rendering to a PBO if you'd like.
Giawa
umanga, Cant see how to reply inline... maybe I should sign up :)
First of all I must apologize for giving you the wrong algo - i did the back face culling one. But the one you need is very similar which is why I got confused... d'oh.
Get the camera position to mouse vector as said before.
For each contour, loop through all the coords in pairs (0-1, 1-2, 2-3, ... n-0) in it and make a vec out of them as before. I.e. walk the contour.
Now do the cross prod of those two (contour edge to mouse vec) instead of between pairs like I said before, do that for all the pairs and vector add them all up.
At the end find the magnitude of the resulting vector. If the result is zero (taking into account rounding errors) then your outside the shape - regardless of facing. If your interested in facing then instead of the mag you can do that dot prod with the mouse vector to find the facing and test the sign +/-.
It works because the algo finds the amount of distance from the vector line to each point in turn. As you sum them up and you are outside then they all cancel out because the contour is closed. If your inside then they all sum up. Its actually Gauss's Law of electromagnetic fields in physics...
See:http://en.wikipedia.org/wiki/Gauss%27s_law and note "the right-hand side of the equation is the total charge enclosed by S divided by the electric constant" noting the word "enclosed" - i.e. zero means not enclosed.
You can still do that optimization with the bounding boxes for speed.
In the past I've used GL_SELECT to determine which object(s) contributed the pixel(s) of interest and then used computational geometry to get an accurate intersection with the object(s) if required.
Do you expect to select by clicking the contour (on the edge) or the interior of the polygon? Your second approach sounds like you want clicks in the interior to select the tightest containing polygon. I don't think that GL_SELECT after rendering GL_LINE_STRIP is going to make the interior responsive to clicks.
If this was a true contour plot (from the image I don't think it is, edges appear to intersect) then a much simpler algorithm would be available.
You cant use select if you stay with the lines because you would have to click on the line pixels rendered not the space inside the lines bounding them which I read as what you wish to do.
You can use Kos's answer but in order to render the space you need to solid fill it which would involve converting all of your contours to convex types which is painful. So I think that would work sometimes and give the wrong answer in some cases unless you did that.
What you need to do is use the CPU. You have the view extents from the viewport and the perspective matrix. With the mouse coord, generate the view to mouse pointer vector. You also have all the coords of the contours.
Take the first coord of the first contour and make a vector to the second coord. Make a vector out of them. Take 3rd coord and make a vector from 2 to 3 and repeat all the way around your contour and finally make the last one from coord n back to 0 again. For each pair in sequence find the cross product and sum up all the results. When you have that final summation vector keep hold of that and do a dot product with the mouse pointer direction vector. If its +ve then the mouse is inside the contour, if its -ve then its not and if 0 then I guess the plane of the contour and the mouse direction are parallel.
Do that for each contour and then you will know which of them are spiked by your mouse. Its up to you which one you want to pick from that set. Highest Z ?
It sounds like a lot of work but its not too bad and will give the right answer. You might like to additionally keep bounding boxes of all your contours then you can early out the ones off of the mouse vector by doing the same math as for the full vector but only on the 4 sides and if its not inside then the contour cannot be either.
The first is easy to implement and widely used.

Techniques for generating a 2D game world

I want to make a 2D game in C++ using the Irrlicht engine. In this game, you will control a tiny ship in a cave of some sort. This cave will be created automatically (the game will have random levels) and will look like this:
Suppose I already have the the points of the polygon of the inside of the cave (the white part). How should I render this shape on the screen and use it for collision detection? From what I've read around different sites, I should use a triangulation algorithm to make meshes of the walls of the cave (the black part) using the polygon of the inside of the cave (the white part). Then, I can also use these meshes for collision detection. Is this really the best way to do it? Do you know if Irrlicht has some built-in functions that can help me achieve this?
Any advice will be apreciated.
Describing how to get an arbitrary polygonal shape to render using a given 3D engine is quite a lengthy process. Suffice to say that pretty much all 3D rendering is done in terms of triangles, and if you didn't use a tool to generate a model that is already composed of triangles, you'll need to generate triangles from whatever data you have there. Triangulating either the black space or the white space is probably the best way to do it, yes. Then you can build up a mesh or vertex list from that, and render those triangles that way. The triangles in the list then also double up for collision detection purposes.
I doubt Irrlicht has anything for triangulation as it's quite specific to your game design and not a general approach most people would take. (Typically they would have a tool which permits generation of the game geometry and the navigation geometry side by side.) It looks like it might be quite tricky given the shapes you have there.
One option is to use the map (image mask) directly to test for collision.
For example,
if map_points[sprite.x sprite.y] is black then
collision detected
assuming that your objects are images and they aren't real polygons.
In case you use real polygons you can have a "points sample" for every object shape,
and check the sample for collisions.
To check whether a point is inside or outside your polygon, you can simply count crossings. You know (0,0) is outside your polygon. Now draw a line from there to your test point (X,Y). If this line crosses an odd number of polygon edges (e.g. 1), it's inside the polygon . If the line crosses an even number of edges (e.g. 0 or 2), the point (X,Y) is outside the polygon. It's useful to run this algorithm on paper once to convince yourself.