Created
June 22, 2015 22:23
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static public int UnProject(Vector3 win, Matrix4 modelMatrix, | |
Matrix4 projMatrix, int[] viewport, ref Vector3 obj) | |
{ | |
return gluUnProject(win.X, win.Y, win.Z, modelMatrix, | |
projMatrix, viewport, ref obj.X, ref obj.Y, ref obj.Z); | |
} | |
static int gluUnProject(float winx, float winy, float winz, | |
Matrix4 modelMatrix, Matrix4 projMatrix, int[] viewport, | |
ref float objx, ref float objy, ref float objz) | |
{ | |
Matrix4 finalMatrix; | |
Vector4 _in; | |
Vector4 _out; | |
finalMatrix = Matrix4.Mult(modelMatrix, projMatrix); | |
//if (!__gluInvertMatrixd(finalMatrix, finalMatrix)) return(GL_FALSE); | |
finalMatrix.Invert(); | |
_in.X = winx; | |
_in.Y = winy; | |
_in.Z = winz; | |
_in.W = 1.0f; | |
/* Map x and y from window coordinates */ | |
_in.X = (_in.X - viewport[0]) / viewport[2]; | |
_in.Y = (_in.Y - viewport[1]) / viewport[3]; | |
/* Map to range -1 to 1 */ | |
_in.X = _in.X * 2 - 1; | |
_in.Y = _in.Y * 2 - 1; | |
_in.Z = _in.Z * 2 - 1; | |
//__gluMultMatrixVecd(finalMatrix, _in, _out); | |
// check if this works: | |
_out = Vector4.Transform(_in, finalMatrix); | |
if (_out.W == 0.0) | |
return (0); | |
_out.X /= _out.W; | |
_out.Y /= _out.W; | |
_out.Z /= _out.W; | |
objx = _out.X; | |
objy = _out.Y; | |
objz = _out.Z; | |
return (1); | |
} |
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