I have been trying to get this thing to work for 2 hours but no luck.
BOOL Directx::Picking(HWND hWnd, AnimatedMesh *entity)
{
D3DXMATRIX matProj;
POINT pt;
D3DVIEWPORT9 vp;
D3DXMATRIX matWorld;
D3DXMATRIX matView;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
d3ddev->GetTransform(D3DTS_PROJECTION, &matProj);
d3ddev->GetViewport(&vp);
d3ddev->GetTransform(D3DTS_VIEW, &matView);
d3ddev->GetTransform(D3DTS_WORLD, &matWorld);
// Use inverse of matrix
D3DXVECTOR3 rayPos((float)pt.x, (float)pt.y,0); // near-plane position
D3DXVECTOR3 rayDir((float)pt.x, (float)pt.y,1); // far-plane position
D3DXVec3Unproject(&rayPos,&rayPos,&vp,&matProj,&matView,&matWorld);
D3DXVec3Unproject(&rayDir,&rayDir,&vp,&matProj,&matView,&matWorld);
rayDir -= rayPos; // make a direction from the 2 positions
D3DXVec3Normalize(&rayDir,&rayDir);
float distanceToCollision;
BOOL hasHit = 0;
if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayPos, &rayDir, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
{
PostQuitMessage(0);
};
if(hasHit!=0)
{
PostQuitMessage(0);
}
return hasHit;
}
I think the problem with the matWorld
because I'm getting the world transformation instead of object transformation but that is just guess. I found out new thing, I'm loading 2 animated meshes, first one a cube and second is just plane. I have no problem with rendering them, but when i test picking against the cube, it will say that it was picked even when it wasn't. but for the plane, when you click on it says it h开发者_如何学JAVAaven'
t been clicked.
EDIT
Okay so i did more debugging and i got some result about the problem. So, I tried to draw my ray! When i draw my ray it is suppose to draw a dot where i clicked. But when I draw my ray the point got drawed close to the origin(0,0,0) i clicked again than it moved down a little and it kept going up and down. Here is how i draw my ray............
D3DXVec3Normalize(&rayDir,&rayDir);
Program::mesh1->FillInTransformation(0, 0, 0, 0, 0, 0, rayPos.x, rayPos.y, Program::z, true, false, false); //HERE I TOOK X AND Y OF rayPos AND DRAW DOT ON IT'S POSITION
float distanceToCollision;
BOOL hasHit = 0;
if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayPos, &rayDir, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
{
PostQuitMessage(0);
};
........
Well try this:
BOOL Directx::Picking(HWND hWnd, AnimatedMesh *entity)
{
POINT pt;
D3DVIEWPORT9 vp;
D3DXMATRIX matProj, matView;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
float w = (float)backBufferWidth;
float h = (float)backBufferHeight;
d3ddev->GetTransform(D3DTS_VIEW, &matView);
d3ddev->GetTransform(D3DTS_PROJECTION, &matProj);
d3ddev->GetViewport(&vp);
//Transform cursor position to view space
float x = (2.0f*pt.x/w - 1.0f) / matProj(0,0);
float y = (-2.0f*pt.y/h + 1.0f) / matProj(1,1);
D3DXVECTOR3 rayOrigin(0.0f, 0.0f,0.0f); // near-plane position
D3DXVECTOR3 rayDir(x, y, 1.0f); // far-plane position
D3DXMATRIX matInvView;
D3DXMatrixInverse(&matInvView, 0, &matView);
D3DXVECTOR3 rayOriginW, rayDirW;
// Transform picking ray to world space.
D3DXVec3TransformCoord(&rayOriginW, &rayOrigin, &invView);
D3DXVec3TransformNormal(&rayDirW, &rayDdir, &invView);
D3DXVec3Normalize(&rayDirW, &rayDirW);
BOOL hasHit;
float distanceToCollision;
if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayOriginW, &rayDirW, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
{
PostQuitMessage(0);
};
s=rayPos;
return hasHit;
}
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