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OpenGL getting the coordinates of the world when picking

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hi, i have a project with matrix based camera i.e. - no glulookat, and i render a city like world with huge amouts of polygons and allow user to pick the individual objects, but i would like to know where did the user actualy click (XYZ) coordinates, and if there is an easy solution for this, basicly all i have is the camera matrix and the hit distance that i get from opengl picking rutines but i need the coordinates of the hit :(

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Hi there, you can try to read the pixels.
This is how I do it.


Vector3 WorldCoords;

void GetGLPos(int x, int y)
{
static GLint viewport[4];
static GLdouble modelview[16];
static GLdouble projection[16];
static GLfloat winX, winY, winZ;

double posX, posY, posZ;

glGetDoublev( GL_MODELVIEW_MATRIX, modelview );
glGetDoublev( GL_PROJECTION_MATRIX, projection );
glGetIntegerv( GL_VIEWPORT, viewport );

winX = (float)x;
winY = (float)y;

glReadPixels(int(winX), int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ );
gluUnProject( winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);

WorldCoords.x = (float)posX;
WorldCoords.y = (float)posY;
WorldCoords.z = (float)posZ;
}






the GetGLPos function takes the mouse x,y 2D coords, then return the 3D coords xPos, yPoz, zPos to the WorldCoords vector.

hope it helps.

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this seem to do something, i used this pascal equalent:

[source=pascal]
function TGLView.getdepthhitat(X, Y: LongWord): TVector3f;
var
viewport: TVector4i;
modelview: TMatrix4d;
projection: TMatrix4d;

winX, winY, winZ: GLfloat;
posX, posY, posZ: double;
begin

glGetDoublev( GL_MODELVIEW_MATRIX, @modelview );
glGetDoublev( GL_PROJECTION_MATRIX, @projection );
glGetIntegerv( GL_VIEWPORT, @viewport );

winX:= x;
winY:= y;

glReadPixels( X, Y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, @winZ );
gluUnProject( winX, winY, winZ, @modelview, @projection, @viewport, posX, posY, posZ);

result[0]:= posX;
result[1]:= posY;
result[2]:= posZ;

end;



but the coordinates are all wrong, sometimes it looks like that they are
relative to something else?

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How do you call the function?

for example how to get the coords on an terrain, you do something like this.


render->Terrain();

GetGLPos(cursor.x, cursor.y);

glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();


Now you get the right coords for the terrain, so you dont call the GetGLpos
before the render.

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why do i have to pop the matrixes?
my state of renderer when i call the func is in the
modelview and all stacks are popped back to zero already :/

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this is what i do on my terrain when i want to get the world coordinates. first you have to pass in the mouse position before converting such as:



void myGlutMouse(int button, int button_state, int x, int y)
{
if ( button == GLUT_LEFT_BUTTON && button_state == GLUT_DOWN )
{
if(current_terrain->world_coords(x, y, world_pick))
current_terrain->get_world(world_pick[0], world_pick[1], world_pick[2]);
}

glutPostRedisplay();
}




Now in my class those two functions:


bool myClass::world_coords(GLuint x, GLuint y, GLdouble *wpos)
{
GLdouble model[16], proj[16];
GLint view[4];
GLfloat z;
glClear(GL_DEPTH_BUFFER_BIT); //clear the depth buffer for reading

glGetDoublev(GL_MODELVIEW_MATRIX, model);
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetIntegerv(GL_VIEWPORT, view);

y = view[3] - (GLfloat) y - 1;

glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &z); //get the pixel(in 2D) w/respect to 3D Coordinates

if(z == 1.0) //depth buffer max depth 1.0 is the default, PIXEL at mouse pointer is below the heightmap plane(terrain)
return FALSE;

gluUnProject(x, y, z, model, proj, view, wpos, wpos+1, wpos+2);

return TRUE;

}



if you clicked on the terrain successfully the gluUnProject returns to you the XYZ world coords back to main if you look carefully. the get_world function from main simply assigns the XYZ world coordinates to a private array in my class and is used for things like drawing a sphere at the place i picked on my terrain or simply some information from the data that is displayed from the screen. hope this helps!


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