# OpenGL Opengl mouse picking: world to model coordinates issue

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Posted (edited)

Hello, I need to pick the model (local coordinates) when I click on an object on screen. I'm using the following code to get the world coordinates:

	glLoadIdentity();											// Resets The Matrix
glGetDoublev(GL_MODELVIEW_MATRIX, mv);
glGetDoublev(GL_PROJECTION_MATRIX, proj);
glGetIntegerv(GL_VIEWPORT, vp);
glReadPixels(xPos, viewport[3] - yPos, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &wz);
gluUnProject(xPos, viewport[3] - yPos, wz, mv, proj, vp, &cx, &cy, &cz);
Point P(cx, cy, cz);

P does hold the correct world coordinates values.
Now at this point, in order to get the model local coordinates, I thought I could simply multiply the point P by the inverse of the modelview matrix (mv),  but the calculations that come out are all wrong.

Is this the correct approach or am I mistaken about this last point (world to local transformation)?
I am attaching also the routine used to calculate the matrix inverse...

Thanks for any hint!

bool GLWorld::gluInvertMatrix(const double m[16], double invOut[16])
{
double inv[16], det;
int i;

inv[0] = m[5] * m[10] * m[15] -
m[5] * m[11] * m[14] -
m[9] * m[6] * m[15] +
m[9] * m[7] * m[14] +
m[13] * m[6] * m[11] -
m[13] * m[7] * m[10];

inv[4] = -m[4] * m[10] * m[15] +
m[4] * m[11] * m[14] +
m[8] * m[6] * m[15] -
m[8] * m[7] * m[14] -
m[12] * m[6] * m[11] +
m[12] * m[7] * m[10];

inv[8] = m[4] * m[9] * m[15] -
m[4] * m[11] * m[13] -
m[8] * m[5] * m[15] +
m[8] * m[7] * m[13] +
m[12] * m[5] * m[11] -
m[12] * m[7] * m[9];

inv[12] = -m[4] * m[9] * m[14] +
m[4] * m[10] * m[13] +
m[8] * m[5] * m[14] -
m[8] * m[6] * m[13] -
m[12] * m[5] * m[10] +
m[12] * m[6] * m[9];

inv[1] = -m[1] * m[10] * m[15] +
m[1] * m[11] * m[14] +
m[9] * m[2] * m[15] -
m[9] * m[3] * m[14] -
m[13] * m[2] * m[11] +
m[13] * m[3] * m[10];

inv[5] = m[0] * m[10] * m[15] -
m[0] * m[11] * m[14] -
m[8] * m[2] * m[15] +
m[8] * m[3] * m[14] +
m[12] * m[2] * m[11] -
m[12] * m[3] * m[10];

inv[9] = -m[0] * m[9] * m[15] +
m[0] * m[11] * m[13] +
m[8] * m[1] * m[15] -
m[8] * m[3] * m[13] -
m[12] * m[1] * m[11] +
m[12] * m[3] * m[9];

inv[13] = m[0] * m[9] * m[14] -
m[0] * m[10] * m[13] -
m[8] * m[1] * m[14] +
m[8] * m[2] * m[13] +
m[12] * m[1] * m[10] -
m[12] * m[2] * m[9];

inv[2] = m[1] * m[6] * m[15] -
m[1] * m[7] * m[14] -
m[5] * m[2] * m[15] +
m[5] * m[3] * m[14] +
m[13] * m[2] * m[7] -
m[13] * m[3] * m[6];

inv[6] = -m[0] * m[6] * m[15] +
m[0] * m[7] * m[14] +
m[4] * m[2] * m[15] -
m[4] * m[3] * m[14] -
m[12] * m[2] * m[7] +
m[12] * m[3] * m[6];

inv[10] = m[0] * m[5] * m[15] -
m[0] * m[7] * m[13] -
m[4] * m[1] * m[15] +
m[4] * m[3] * m[13] +
m[12] * m[1] * m[7] -
m[12] * m[3] * m[5];

inv[14] = -m[0] * m[5] * m[14] +
m[0] * m[6] * m[13] +
m[4] * m[1] * m[14] -
m[4] * m[2] * m[13] -
m[12] * m[1] * m[6] +
m[12] * m[2] * m[5];

inv[3] = -m[1] * m[6] * m[11] +
m[1] * m[7] * m[10] +
m[5] * m[2] * m[11] -
m[5] * m[3] * m[10] -
m[9] * m[2] * m[7] +
m[9] * m[3] * m[6];

inv[7] = m[0] * m[6] * m[11] -
m[0] * m[7] * m[10] -
m[4] * m[2] * m[11] +
m[4] * m[3] * m[10] +
m[8] * m[2] * m[7] -
m[8] * m[3] * m[6];

inv[11] = -m[0] * m[5] * m[11] +
m[0] * m[7] * m[9] +
m[4] * m[1] * m[11] -
m[4] * m[3] * m[9] -
m[8] * m[1] * m[7] +
m[8] * m[3] * m[5];

inv[15] = m[0] * m[5] * m[10] -
m[0] * m[6] * m[9] -
m[4] * m[1] * m[10] +
m[4] * m[2] * m[9] +
m[8] * m[1] * m[6] -
m[8] * m[2] * m[5];

det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];

if (det == 0)
return false;

det = 1.0 / det;

for (i = 0; i < 16; i++)
invOut[i] = inv[i] * det;

return true;
}

Edited by Alessandro

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8 minutes ago, Alessandro said:

Hello, I need to pick the model (local coordinates) when I click on an object on screen. I'm using the following code to get the world coordinates:

I might have understood you badly but to my opinion this does not make sense to pick the model in local coordinates. Do you want to pick a face or a mesh of an already selected / known model / object ?

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Posted (edited)

Sorry for being vague. I have an object on screen and as I click on one of its faces, I need to get the exact coordinates in model space of the point laying below the mouse cursor.

Edited by Alessandro

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So. Can you get the coordinates in world space ? Are these coordinates right ? Then you have most probably a matrix that can transform from the so-called model space to world space. If that's it, simply multiple your coordinates in world space by the invert of your matrix and that's it.

From your first post it might be that you are tying to do something like this. And as such, try to use a math library (glm is well known for example, but there are many others). This will be simpler than asking to debug this invert matrix, which looks to be a copy / paste of some any licensed soft (not to name it).

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