I'm trying to implement a 'raypicker' for selecting objects within my project. I do not fully understand how to implement this, but I understand conceptually how it should work. I've been trying to learn how to do this, but most tutorials I find go way over my head. My current code is based on one of the recent tutorials I found, here.
After several hours of revisions, I believe the problem I'm having with my raypicker is actually the creation of the ray in the first place. If I substitute/hardcode my near/far planes with a coordinate that would undisputably be located within the region of a triangle, the picker identifies it correctly.
My problem is this: my ray creation doesn't seem to fully take my current "camera" or perspective into account, so camera rotation won't affect where my mouse is. I believe to remedy this I need something like using gluUnProject() or something, but whenever I used this the x,y,z coordinates returned would be incredibly small,
My current ray creation is a mess. I tried to use methods that others proposed initially, but it seemed like whatever method I tried it never worked with my picker/intersection function.
Here's the code for my ray creation:
void oglWidget::mousePressEvent(QMouseEvent *event)
{
QVector3D nearP = QVector3D(event->x()+camX, -event->y()-camY, -1.0);
QVector3D farP = QVector3D(event->x()+camX, -event->y()-camY, 1.0);
int i = -1;
for (int x = 0; x < tileCount; x++)
{
bool rayInter = intersect(nearP, farP, tiles[x]->vertices);
if (rayInter == true)
i = x;
}
if (i != -1)
{
tiles[i]->showSelection();
}
else
{
for (int x = 0; x < tileCount; x++)
tiles[x]->hideSelection();
}
//tiles[0]->showSelection();
}
To repeat, I used to load up the viewport, model & projection matrices, and unproject the mouse coordinates, but within a 1920x1080 window, all I get is values in the range of -2 to 2 for x y & z for each mouse event, which is why I'm trying this method, but this method doesn't work with camera rotation and zoom.
I don't want to do pixel color picking, because who knows I may need this technique later on, and I'd rather not give up after the amount of effort I put in so far