Reputation: 9467
Im struggeling to implement a Function which basically tells me, if a Ray "gets close enough" to an object
Basically I implemented Implementing Ray Picking @nornagon soloution to create the Ray. My object on screen is centered around a Point. I assume that if the Ray is within a certain distance to this point, the object is selected.
I call those 3 Points(X,Y,Z) : _pickFrom, _pickTo and pO
For a start, this is my method to calculate the Ray depending on Mouseposition on screen:
public static void Pick(int x, int y)
{
float nx = 2.0f * ((float)x) / ((float)_width) - 1.0f;
float ny = 1.0f - 2.0f * ((float)y) / ((float)_height);
Matrix4 unview = Matrix4.Invert(Matrix4.Mult(_projectionMatrix, _modelviewMatrix));
Vector4 nearPoint = Vector4.Transform(new Vector4(nx, ny, 0, 1), unview);
_pickTo = nearPoint - _pickFrom;
}
_pickFrom is the position of the camera in the Scene. _pickTo is the direction of the pickray. _width and _height are the rendercontext sizes.
How would I now implement a function which gives me the distance of a point to the pickray?
Upvotes: 1
Views: 668
Reputation: 9467
I figured it out myself now:
public void SetMouse(int x, int y)
{
float xpos = 2.0f * ((float)x / (float)_width) - 1.0f;
float ypos = 2.0f* (1.0f - (float)y / (float)_height) - 1.0f;
Vector4 startRay = new Vector4(xpos, ypos, -1, 1);
Vector4 endRay = new Vector4(xpos, ypos, 1, 1);
Matrix4 trans = _modelView.Data * _projection.Data;
trans.Invert();
startRay = Vector4.Transform(startRay, trans);
endRay = Vector4.Transform(endRay, trans);
_pickFrom = startRay.Xyz / startRay.W;
_pickTo = endRay.Xyz / endRay.W;
}
....
public float Distance(Vector3 p)
{
Vector3 x1 = _pickFrom;
Vector3 x2 = _pickTo;
return Vector3.Cross
(Vector3.Subtract(p, x1),
Vector3.Subtract(p, x2)
).Length / Vector3.Subtract(x2, x1).Length;
}
Upvotes: 3