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Hi Jad,<br>
<br>
this is how I do it:<br>
<br>
<pre style=" margin-top:0px; margin-bottom:0px; margin-left:0px; margin-right:0px; -qt-block-indent:0; text-indent:0px;"><font color="#330033"> double x = mEv->x();
double y = mEv->y();
double w = view->getGraphicsWidth();
double h = view->getGraphicsHeight();
x = x/w;
y = y/h;
// Normalize to range -1.0 - 1.0
x = (2.0 * _x) - 1.0;
y = -((2.0 * _y) - 1.0); // -1.0 is at bottom!!!
osg::Matrix MVPW( view->getCamera()->getViewMatrix() *
view->getCamera()->getProjectionMatrix());
osg::Matrixd inverseMVPW = osg::Matrixd::inverse(MVPW);
osg::Vec3 near_point = osg::Vec3(_x,_y,-1.0f) * inverseMVPW;
osg::Vec3 far_point = osg::Vec3(_x,_y, 1.0f) * inverseMVPW;
</font>
</pre>
- Werner -<br>
<br>
<div class="moz-cite-prefix">Am 16.07.2018 um 17:34 schrieb Jad
Killian:<br>
</div>
<blockquote type="cite"
cite="mid:1531755260.m2f.74349@forum.openscenegraph.org">
<pre wrap="">Given a 2D cursor position from a mouse event, how do I compute a 3D ray into the scene?
This is my attempt so far but it's not giving sensible results:
Code:
float width = viewer->getCamera()->getViewport()->width();
float height = viewer->getCamera()->getViewport()->width();
float x = (2.0f * ea.getX()) / width - 1.0f;
float y = 1.0f - (2.0f * ea.getY()) / height;
float z = 1.0f;
osg::Vec3 ray_nds(x, y, z);
osg::Vec4 ray_clip(ray_nds.x(), ray_nds.y(), -1.0, 1.0);
osg::Matrixd proj_inv = viewer->getCamera()->getProjectionMatrix();
proj_inv = proj_inv.inverse(proj_inv);
osg::Vec4 ray_eye = proj_inv * ray_clip;
ray_eye.z() = -1.0;
ray_eye.w() = 0.0;
osg::Vec4 ray_wor4 = viewer->getCamera()->getInverseViewMatrix() * ray_eye;
osg::Vec3 ray_wor(ray_wor4.x(), ray_wor4.y(), ray_wor4.z());
P.S: I need such a ray so I can drag a 3D object around the scene like this:
new_position = camera_position + ray_direction * depth_value;
Or is there an easier way to accomplish this?
Thanks
[/code]
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</pre>
</blockquote>
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