I'm having some accuracy issues with my mesh picking code. The problem im getting is that sometimes a mesh behind another mesh will be selected, instead of the front-most mesh.
Just some quick background as to how my meshes have been created and rendered. My application essentially renders a bunch of beams and columns in a 3D model (CAD type application). The beams and columns are my meshes. The mesh is created at the world original with a standard length of 1000mm. I store a transformation matrix for each beam mesh (that i call the world transform matrix) that is passed to the shader. The shader uses the world transformation matrix to scale, rotate and translate the mesh into the correct world position.
Since my meshes vertices are not defined in the correct world positions (remember that each mesh is created at the origin with a standard length), I had to do something a bit different for my picking calculations. I essenitally multiplied my beam world transform matrix by the camera world-view-projection (WVP) matrix. I then use this combined matrix in my Vector3.Unproject method to determien the ray position and direction.
For the most part, my code works really well. However, there are a few beams that are not selected correctly. I have uploaded some images showing the problem. The image showing the picking working as it should can be found here (correctIMG), the image showing incorrect behaviour can be found here (incorrectIMG). A beam that has been highlighted/selected is drawn in white. The white cross-hair denotes my mouse cursor location. Also see my picking code below (VB.Net).
Any help would be great. Thanks.
Private Sub HighlightBeam(ByVal e As Point) If D3Ddev Is Nothing Then Return End If 'local variables Dim beam As elemental.Beam = Nothing Dim prop As elemental.BeamProperty = Nothing Dim selectedBeamID As Integer = Nothing Dim IsHit As Boolean = False Dim hitSuccess As Boolean = False Dim WVP As Matrix = Nothing Dim vp As Viewport = Me.Model.Camera.Viewport Dim octNode As elemental.OctNode = Nothing Dim beamMesh As Mesh = Nothing Dim hitDistance As Single = 0.0F Dim prevHitDistance As Single = Single.MaxValue 'perform hit tests for all objects contained in the model bounding box For Each octNodeID In Me.Model.Octree.SelectedOctNodeList 'select the current octnode octNode = Me.Model.Octree.OctNodeTable(octNodeID) 'do nothing if the octnode contains no beams If octNode.BeamIDList Is Nothing OrElse octNode.BeamIDList.Count = 0 Then Continue For End If 'loop through beams contained in this octnode For Each beamID In octNode.BeamIDList 'retrieve beam beam = Me.Model.BeamTable(beamID) prop = Me.Model.BeamPropertyTable(beam.BeamPropertyID) 'perform no action if beam is hidden If Not beam.IsVisible Then Continue For End If 'get the beam mesh template. If prop.SectionType = elemental.BeamSectionType.ISection Then beamMesh = Me.Model.GetISectionMesh(prop.ID, 1) ElseIf prop.SectionType = elemental.BeamSectionType.CircularHollow Then beamMesh = Me.Model.GetCHSMesh(prop.ID, Me.Model.Settings.Beams.CircleFacets, Me.Model.Settings.Beams.CurveSegments) ElseIf prop.SectionType = elemental.BeamSectionType.LipChannel Then beamMesh = Me.Model.GetLipChannelMesh(prop.ID, 1) ElseIf prop.SectionType = elemental.BeamSectionType.LSection Then beamMesh = Me.Model.GetLSectionMesh(prop.ID, 1) ElseIf prop.SectionType = elemental.BeamSectionType.CircularSolid Then beamMesh = Me.Model.GetCircularSolidMesh(prop.ID, Me.Model.Settings.Beams.CircleFacets, Me.Model.Settings.Beams.CurveSegments) Else 'dispose unmanaged resources beamMesh.Dispose() Return End If 'direction of the ray. Dim rayPos As New Vector3(e.X, e.Y, 0.0F) Dim rayDir As New Vector3(e.X, e.Y, 1.0F) 'world-view-projection transform WVP = beam.WorldTransform * Me.Model.Camera.WVP 'ray data rayPos = Vector3.Unproject(rayPos, vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ, WVP) rayDir = Vector3.Unproject(rayDir, vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ, WVP) rayDir = Vector3.Subtract(rayDir, rayPos) rayDir = Vector3.Normalize(rayDir) 'hit test IsHit = beamMesh.Intersects(New Ray(rayPos, rayDir), hitDistance) 'on hit occurence, record the selected beam ID If IsHit Then 'record that a hit was observed hitSuccess = True 'if beam is closer than the previous hit success, select this beam instead If hitDistance < prevHitDistance Then 'track hit distance for all selected members to determine which one is in front of the other prevHitDistance = hitDistance selectedBeamID = beam.ID End If End If 'dispose unmanaged resources beamMesh.Dispose() Next beamID Next octNodeID 'on hit success, update selected beams If hitSuccess Then 'unhighlight the last highlighted beam If Highlight_LastHighlightedBeamID <> 0 Then Me.Model.BeamTable(Highlight_LastHighlightedBeamID).IsHighlighted = False End If 'update selected beam table If Not Me.Model.BeamTable(selectedBeamID).IsHighlighted Then Highlight_LastHighlightedBeamID = selectedBeamID Me.Model.BeamTable(selectedBeamID).IsHighlighted = True End If Else 'unhighlight the last highlighted beam If Highlight_LastHighlightedBeamID <> 0 Then Me.Model.BeamTable(Highlight_LastHighlightedBeamID).IsHighlighted = False Highlight_LastHighlightedBeamID = 0 End If End If End Sub






