你好再次
我终于找到我自己的答案了! (由谷歌搜索)
这是我纠正代码
private int[] GetSelected(int x, int y, bool debug)
{
var hits = 0; // number of hits
// Define select buffer
const int max = 512;
var Hit_buffer = new int[max];
Gl.glSelectBuffer(max, Hit_buffer);
var viewport = new int[4];
Gl.glViewport(0, 0, Width, (Height != 0 ? Height : 1));
Gl.glGetIntegerv(Gl.GL_VIEWPORT, viewport);
if (debug)// show real scene in debug mode
GlDraw();
if(!debug)
Gl.glRenderMode(Gl.GL_SELECT);
int s = debug ? 60 : 3; // test region size
Gl.glLoadIdentity();
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glPushMatrix();
Gl.glLoadIdentity();
Glu.gluPickMatrix(x, viewport[3] - y, s, s, viewport);
Glu.gluPerspective(fovY, Width/(double)(Height != 0 ? Height : 1), 0.1, 1000.0);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
if (debug) // test region will be shown in left-bottom corner
Gl.glViewport(0, 0, s, s);
#region camera
Gl.glTranslated(Dx, Dy, 0);
var Distance = this.Distance;// *ogl1.Height/60.0;
var CenterView = this.CenterView.Duplicate();
Glu.gluLookAt(Distance * Math.Cos(beta) * Math.Cos(alpha) + CenterView.x
, Distance * Math.Cos(beta) * Math.Sin(alpha) + CenterView.y
, Distance * Math.Sin(beta) + CenterView.z
, CenterView.x
, CenterView.y
, CenterView.z
, -Math.Sin(beta) * Math.Cos(alpha)
, -Math.Sin(beta) * Math.Sin(alpha)
, Math.Cos(beta));
#endregion
if (debug) // draw a bacground in left-bottom corner
{
ChangeColor(Color.Blue);
Glu.gluSphere(Glu.gluNewQuadric(), 50, 50, 50);
Gl.glBegin(Gl.GL_QUADS);
Gl.glVertex3d(-10, -10, -10);
Gl.glVertex3d(-10, 10, -10);
Gl.glVertex3d(10, 10, -10);
Gl.glVertex3d(10, -10, -10);
Gl.glEnd();
}
Gl.glInitNames();
// render scene
foreach (var b in Bodies)
{
Gl.glPushName(b.id);
var bb = b.Duplicate();
bb.color = Color.Red;
bb.Draw();
Gl.glPopName();
}
//
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glPopMatrix();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glFlush();
if (!debug)
hits = Gl.glRenderMode(Gl.GL_RENDER);
// process hits
int[] Res = { };
int startRecord = 0;
for (int i = 0; i < hits; i++)
{
for (int j = 0; j < Hit_buffer[startRecord]; j++)
{
Array.Resize(ref Res, Res.Length + 1);
Res[Res.Length - 1] = Hit_buffer[startRecord + 3 + j];
}
startRecord += 3 + Hit_buffer[startRecord];
}
return Res;
}
如果将调试参数=属实,这将在左下角绘制选择区域。
代码可能是无聊,所以我要去写的主要部分在这里
// Define select buffer
const int max = 512;
var Hit_buffer = new int[max];
Gl.glSelectBuffer(max, Hit_buffer);
var viewport = new int[4];
Gl.glGetIntegerv(Gl.GL_VIEWPORT, viewport);
Gl.glRenderMode(Gl.GL_SELECT);
Gl.glLoadIdentity();
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glPushMatrix();
Gl.glLoadIdentity();
Glu.gluPickMatrix(x, viewport[3] - y, 3, 3, viewport);
Glu.gluPerspective(fovY, Width/(double)(Height != 0 ? Height : 1), 0.1, 1000.0);
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glInitNames();
// set camera (gluLookAt, ...) & draw scene
Gl.glMatrixMode(Gl.GL_PROJECTION);
Gl.glPopMatrix();
Gl.glMatrixMode(Gl.GL_MODELVIEW);
Gl.glFlush();
var hits = Gl.glRenderMode(Gl.GL_RENDER);
// process hits
α和β是真正的弧度,对不对? – vines 2011-05-26 11:43:42
@vines:是的,他们是。 – mrbm 2011-05-26 11:58:46