I have a quad on the y = -50 plane. At the moment, all I want to do is obtain the coordinates of a mouse click on the quad. I've managed to do this to a limited extent. The problem is that the transformations I applied when drawing the quad aren't accounted for. I can add in some constants and make it work, but I let the user rotate the scene about the x and y axes with glRotatef(), so the coordinates get messed up as soon as a rotation happens.
Here's what I'm doing now:
I call gluUnProject() twice, once with z = 0, and once with z = 1.
gluUnProject( mouseX, WINDOW_HEIGHT - mouseY, 0, modelView, projection, viewport, &x1, &y1, &z1);
gluUnProject( mouseX, WINDOW_HEIGHT - mouseY, 1, modelView, projection, viewport, &x2, &y2, &z2);
Normalized ray vector:
x = x2 - x1;
y = y2 - y1;
z = z2 - z1;
mag = sqrt(x*x + y*y + z*z);
x /= mag;
y /= mag;
z /= mag;
Parametric equation:
float t = -(camY) / y;
planeX = camX + t*x;
planeY = camY + t*y;
planeZ = camZ + t*z;
where (camX, camY, camZ) is the camera position passed to gluLookAt().
I want planeX, planeY, and planeZ to be the coordinates of the click on the quad, in the same coordinate system I used to draw the quad. How can I achieve this?