D3DXVECTOR3 rayFrom = ScreenToWorld(); // rayFrom = Cross hair position, middle of the screen position in 3D D3DXVECTOR3 rayTo = ???;
Posted 05 January 2013 - 03:18 PM
D3DXVECTOR3 rayFrom = ScreenToWorld(); // rayFrom = Cross hair position, middle of the screen position in 3D D3DXVECTOR3 rayTo = ???;
Posted 05 January 2013 - 03:49 PM
Posted 05 January 2013 - 04:04 PM
@Paradigm Shifter: No, it's not backward, I'm trying to cast a ray from the cross hair to the forward direction (limited to certain range)
Take a look at what I'm doing:
D3DXVECTOR3 ScreenToWorld(HWND Hw,float X,float Y,const D3DXMATRIX &View,const D3DXMATRIX &Proj)
{
RECT R; GetClientRect(Hw,&R);
D3DVIEWPORT9 Vp;
Vp.X=R.left;
Vp.Y=R.top;
Vp.Width=R.right-R.left;
Vp.Height=R.bottom-R.top;
Vp.MinZ=0;
Vp.MaxZ=1;
D3DXVECTOR3 V(X,Y,0);
D3DXMATRIX World; D3DXMatrixIdentity(&World);
D3DXVec3Unproject(&V,&V,&Vp,&Proj,&View,&World);
return V;
}
// WEAPON FIRING RAYCASTING
rayFrom = ScreenToWorld(hWnd, WINDOW_WIDTH/2, WINDOW_HEIGHT/2, &viewMatrix, &projectionMatrix); // From cross hair
rayTo = ?; // The direction should be forward from the origin (the cross hair)
Raycasting(rayFrom, rayTo);
// Code to test for hit here and then apply damage...
Posted 05 January 2013 - 05:01 PM
If you unproject both (X, Y, 0.0f) and (X, Y, 1.0f) you can use the difference between those two positions to find the direction you need.
If you normalize that direction vector and then scale it by the distance parameter you'll have your destination point. Just make sure you do the subtraction in the correct order or you'll be shooting backwards.
Posted 05 January 2013 - 05:44 PM
The cross hair isn't the origin... it's the target. The gun muzzle (or the camera) is the origin...
So, that means I was not working on the correct way, I changed the code to:
D3DXVECTOR3 rayFrom = camera->GetPosition(); D3DXVECTOR3 rayTo = ScreenToWorld(...); Raycasting(rayFrom, rayTo);
Is that the correct way?
Let me know how I can set the distance (range the bullet can hit).
Posted 05 January 2013 - 05:48 PM
Posted 05 January 2013 - 06:10 PM
Okay, I tried the following but can't get it to work yet:
float distance = 1000.0f; D3DXVECTOR3 rayFrom = camera->GetPosition(); D3DXVECTOR3 rayTo = ScreenToWorld(hWnd, WINDOW_WIDTH/2, WINDOW_HEIGHT/2, camera->viewMatrix(), camera->projectionMatrix()); D3DXVECTOR3 direction; D3DXVec3Normalize(&direction, &(rayTo - rayFrom)); D3DXVec3Scale(&direction, &direction, distance); Raycasting(rayFrom, direction);
Edited by Medo3337, 05 January 2013 - 06:13 PM.