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    <p>I managed to fix it:</p> <pre><code>-(void)view2WorldPoint:(CGPoint)point :(GLfloat*)worldPoint { // this is the inverse translation of the modelview GLfloat width = (GLfloat)backingWidth; GLfloat height = (GLfloat)backingHeight; float clickX = point.x; float clickY = point.y; float clickZ = 0.0f; NSLog(@"click point : x = %f, y = %f, z = %f", clickX, clickY, clickZ); // NSLog(@"Me : x = %f, y = %f, z = %f", a[0], a[1], a[2]); // NSLog(@"Dev : x = %f, y = %f, z = %f", squareX, squareY, squareZ); //viewport -&gt; normalized device coord -&gt; clip GLfloat n[] = { 2 * clickX / width - 1, 2 * (480-clickY) / height - 1, 2 * clickZ - 1, 1 }; // NSLog(@"Obj : x = %f, y = %f, z = %f", rect.origin.x, rect.origin.y, -0.5); // NSLog(@"N : x = %f, y = %f, z = %f", n[0], n[1], n[2]); //I'm a viewing volume symmetric projection matrix // GLfloat P[] = { // near / right, 0, 0, 0, // 0, near / top, 0, 0, // 0, 0, -(far + near) / (far - near), (-2 * far * near) / (far - near), // 0, 0, -1, 0 // }; GLfloat P[16]; glGetFloatv(GL_PROJECTION_MATRIX, P); // [self dumpMatrix:P :@"P"]; GLfloat Pminus1[] = { 1/P[0], 0, 0, 0, 0, 1/P[5], 0, 0, 0, 0, 0, 1/P[11], 0, 0, 1/P[14], -(P[10]/ (P[11]*P[14])) }; // [self dumpMatrix:Pminus1 :@"P-1"]; //clip -&gt; view GLfloat v[] = { (Pminus1[0] * n[0]) + (Pminus1[1] * n[1]) + (Pminus1[2] * n[2]) + (Pminus1[3] * n[3]), (Pminus1[4] * n[0]) + (Pminus1[5] * n[1]) + (Pminus1[6] * n[2]) + (Pminus1[7] * n[3]), (Pminus1[8] * n[0]) + (Pminus1[9] * n[1]) + (Pminus1[10] * n[2]) + (Pminus1[11] * n[3]), (Pminus1[12] * n[0]) + (Pminus1[13] * n[1]) + (Pminus1[14] * n[2]) + (Pminus1[15] * n[3]) }; // NSLog(@"v = [%f, %f, %f, %f]", v[0], v[1], v[2], v[3]); // [self dumpMatrix:mv :@"mv"]; //view -&gt; world GLfloat Rt[] = { mv[0], mv[4], -mv[8], mv[1], mv[5], -mv[9], -mv[2], -mv[6], mv[10] }; // NSLog(@"Rt0 = [%f, %f, %f]", Rt[0], Rt[1], Rt[2]); // NSLog(@"Rt1 = [%f, %f, %f]", Rt[3], Rt[4], Rt[5]); // NSLog(@"Rt2 = [%f, %f, %f]", Rt[6], Rt[7], Rt[8]); GLfloat tPrime[] = { Rt[0] * mv[12] + Rt[1] * mv[13] + Rt[2] * mv[14], Rt[3] * mv[12] + Rt[4] * mv[13] + Rt[5] * mv[14], Rt[6] * mv[12] + Rt[7] * mv[13] + Rt[8] * mv[14] }; // NSLog(@"tPrime = [%f, %f, %f]", tPrime[0], tPrime[1], tPrime[2]); GLfloat Mminus1[] = { Rt[0], Rt[1], Rt[2], -(tPrime[0]), Rt[3], Rt[4], Rt[5], -(tPrime[1]), Rt[6], Rt[7], Rt[8], -(tPrime[2]), 0, 0, 0, 1 }; //point in world space GLfloat w[] = { Mminus1[0] * v[0] + Mminus1[1] * v[1] + Mminus1[2] * v[2] + Mminus1[3] * v[3], Mminus1[4] * v[0] + Mminus1[5] * v[1] + Mminus1[6] * v[2] + Mminus1[7] * v[3], Mminus1[8] * v[0] + Mminus1[9] * v[1] + Mminus1[10] * v[2] + Mminus1[11] * v[3], Mminus1[12] * v[0] + Mminus1[13] * v[1] + Mminus1[14] * v[2] + Mminus1[15] * v[3] }; NSLog(@"W : x = %f, y = %f, z = %f", w[0], w[1], w[2]); worldPoint[0] = w[0]; worldPoint[1] = w[1]; worldPoint[2] = w[2]; } </code></pre>
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    1. VO
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    2. VO
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