Game Development Reference
In-Depth Information
Figure 27.1 shows that the teapot was projected to the area surrounding W on the
projection window, corresponding to screen point S . With that said, we can compute
a picking ray that will project from the origin and pass through W . Intersection tests
can then be performed against all objects in the scene to determine which objects
were picked by the user. It is possible that the intersection tests performed on the
scene objects will return no hits. This simply means that the user did not click on
any objects.
The point W on the projection window corresponds to the clicked screen point S .
We must first transform the clicked screen point S to point W on the projection
window. This is done by working backwards from the equations that transform
projection window points to screen points. The viewport transformation matrix
used in the equations is shown here:
Working backwards, transforming a world space point W (X, Y, Z) by the viewport
transformation matrix, yields the screen space point S (X, Y). Following are the
two equations to solve for S . The 2D image displayed by your graphics card after
rasterization does not contain any depth information (Z).
These two equations are great when converting from world space to screen space,
but they will serve no purpose unless we can get them into a more useful state.
Solving for variable W , we get the following new equations.
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