How to get X and Y position of mesh triangle in world coord. ?
I have try picking using mesh intersection....
i got u,v,dist, and face index...
why U,V return the value below 1 (0,....) ? (is it okay?)
AND after got those all returned value above...How can I get the world position of the triangle(face) i've clicked on the mesh?
[Edited by - be17_17y on August 2, 2005 6:49:20 AM]
Sorry im not sure about the picking however there are many articles about this subject. Do a search on this forum and im sure u will find something usefull.
U and V are simply texture coordinates, not actual world space coords. That is why they range from 0 to 1. You may think of U being X and V being Y.
the texture is stretched across the surface of polygons/triangles using these coordinates. See The picture below.
Hope this helps
U and V are simply texture coordinates, not actual world space coords. That is why they range from 0 to 1. You may think of U being X and V being Y.
the texture is stretched across the surface of polygons/triangles using these coordinates. See The picture below.
Hope this helps
Quote:Original post by be17_17y
why U,V return the value below 1 (0,....) ? (is it okay?)
Are they barycentric coordinates? You haven't mentioned D3DX, but I'm pretty sure it (as well as alot of other algorithms) return the intersection point as a pair of barycentric coords.
Quote:Original post by be17_17y
How can I get the world position of the triangle(face) i've clicked on the mesh?
The first step would be to take the 3 vertexes making up the face, transform them from model->world space using your world transform matrix (what you'd use in D3DTS_WORLD calls).
Next, once you have the triangle defined in world space you should be able to decode the barycentric coordinates and create a, final, world space point-of-intersection.
It seems my usual maths site, mathworld, is offline at the moment ([oh]) - if it's back up later, try this linke: http://mathworld.wolfram.com/BarycentricCoordinates.html.
Alternatively, a Google search should pull up some methods for converting Barycentric<->Cartesian [smile]
hth
Jack
ThankYou very much Bitem2k,
but i still looking for the answer for finding world coordinate of clicked face...
i had search for many hours, but all i can find is just the explain of picking method...
somebody please help.... :)
but i still looking for the answer for finding world coordinate of clicked face...
i had search for many hours, but all i can find is just the explain of picking method...
somebody please help.... :)
To add to what I've said.. D3DXVec3TransformCoord() will allow you to feed in the vertex position and your world matrix, and then get the world-space coordinate.
Once you've got those 3 coordinates for your triangle, feed them into D3DXVec3BaryCentric() and you'll get a single coordinate, in world space, for your intersection.
hth
Jack
Once you've got those 3 coordinates for your triangle, feed them into D3DXVec3BaryCentric() and you'll get a single coordinate, in world space, for your intersection.
hth
Jack
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