• Advertisement
Sign in to follow this  

Picking and world transformation.

This topic is 2085 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Sorry for my english ;).
I picked mesh with this code:

void :Pick(int Num, std::vector<LPD3DXMESH> g_Mesh)
{
if(m_Input::MouseButtonDown(0))
{
POINT Cursor;
GetCursorPos( &Cursor );
ScreenToClient( m_Input::GetHandle(), &Cursor );
D3DVIEWPORT9 m_Viewport;
g_D3DDevice_->GetViewport( &m_Viewport );

D3DXVECTOR3 v;
D3DXMATRIX matProj;
g_D3DDevice_->GetTransform( D3DTS_PROJECTION, &matProj );
v.x = ( ( ( 2.0f * Cursor.x ) / m_Viewport.Width ) - 1 ) / matProj._11;
v.y = -( ( ( 2.0f * Cursor.y ) / m_Viewport.Height ) - 1 ) / matProj._22;
v.z = 1.0f;

D3DXMATRIX m;
D3DXVECTOR3 rayOrigin,rayDir;
D3DXMATRIX view;
g_D3DDevice_->GetTransform(D3DTS_VIEW, &view);
D3DXMatrixInverse( &m, NULL, &view );
rayDir.x = v.x*m._11 + v.y*m._21 + v.z*m._31;
rayDir.y = v.x*m._12 + v.y*m._22 + v.z*m._32;
rayDir.z = v.x*m._13 + v.y*m._23 + v.z*m._33;
rayOrigin.x = m._41;
rayOrigin.y = m._42;
rayOrigin.z = m._43;

D3DXMATRIX matInverse;
D3DXMATRIX world;
g_D3DDevice_->GetTransform(D3DTS_WORLD, &world);
D3DXMatrixInverse(&matInverse,NULL,&world);

D3DXVECTOR3 rayObjOrigin,rayObjDirection;
D3DXVec3TransformCoord(&rayObjOrigin,&rayOrigin,&matInverse);
D3DXVec3TransformNormal(&rayObjDirection,&rayDir,&matInverse);
D3DXVec3Normalize(&rayObjDirection,&rayObjDirection);

D3DXIntersect(g_Mesh[Num], &rayObjOrigin, &rayObjDirection, &picked, NULL, NULL, NULL, &dist, NULL, NULL);

if(picked)
{
picked[Num] = true;
}
}
}

Now, if the mesh is scaled or rotated, this work perfectly. But when it is translated the code doesn't work because after the trasformation, i can pick the mesh only at initial point (0, 0, 0). What can I do? I readed other discussion but i don't find the solution.

Share this post


Link to post
Share on other sites
Advertisement
Sign in to follow this  

  • Advertisement