Ответ 1
/**
* Calculates the transform from screen coordinate
* system to world coordinate system coordinates
* for a specific point, given a camera position.
*
* @param touch Vec2 point of screen touch, the
actual position on physical screen (ej: 160, 240)
* @param cam camera object with x,y,z of the
camera and screenWidth and screenHeight of
the device.
* @return position in WCS.
*/
public Vec2 GetWorldCoords( Vec2 touch, Camera cam)
{
// Initialize auxiliary variables.
Vec2 worldPos = new Vec2();
// SCREEN height & width (ej: 320 x 480)
float screenW = cam.GetScreenWidth();
float screenH = cam.GetScreenHeight();
// Auxiliary matrix and vectors
// to deal with ogl.
float[] invertedMatrix, transformMatrix,
normalizedInPoint, outPoint;
invertedMatrix = new float[16];
transformMatrix = new float[16];
normalizedInPoint = new float[4];
outPoint = new float[4];
// Invert y coordinate, as android uses
// top-left, and ogl bottom-left.
int oglTouchY = (int) (screenH - touch.Y());
/* Transform the screen point to clip
space in ogl (-1,1) */
normalizedInPoint[0] =
(float) ((touch.X()) * 2.0f / screenW - 1.0);
normalizedInPoint[1] =
(float) ((oglTouchY) * 2.0f / screenH - 1.0);
normalizedInPoint[2] = - 1.0f;
normalizedInPoint[3] = 1.0f;
/* Obtain the transform matrix and
then the inverse. */
Print("Proj", getCurrentProjection(gl));
Print("Model", getCurrentModelView(gl));
Matrix.multiplyMM(
transformMatrix, 0,
getCurrentProjection(gl), 0,
getCurrentModelView(gl), 0);
Matrix.invertM(invertedMatrix, 0,
transformMatrix, 0);
/* Apply the inverse to the point
in clip space */
Matrix.multiplyMV(
outPoint, 0,
invertedMatrix, 0,
normalizedInPoint, 0);
if (outPoint[3] == 0.0)
{
// Avoid /0 error.
Log.e("World coords", "ERROR!");
return worldPos;
}
// Divide by the 3rd component to find
// out the real position.
worldPos.Set(
outPoint[0] / outPoint[3],
outPoint[1] / outPoint[3]);
return worldPos;
}
Алгоритм далее объясняется здесь.