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kgstation

[D3D]A problem about pick sequence!

4 posts in this topic

I followed Frank Luna's book :Introducting to 3D game programing :A shader approach
And write a program.
The problem is that when the picking ray go through multi object,it may hit a object far from the camera first,but not the near one!
this is my code:
[CODE]
static bool clickOnce = true;
static bool clickAgain = true;
D3DXVECTOR3 originW(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 dirW(0.0f, 0.0f, 0.0f);
if( gDInput->mouseButtonDown(0) )
{
if(clickAgain == clickOnce)
{
clickAgain = clickOnce;
clickOnce = false;
getWorldPickingRay(originW, dirW);
}
}
else
{
clickOnce = true;
}


for(int x = 0; x < 32; x++)
{
for(int y = 0; y < 32; y++)
{
for(int z = 0; z < 32; z++)
{
//x,y,z means objects position and there are all box
if(mMapClass->GetPosID(x, y, z))//check texture ID
{
D3DXMATRIX T;
D3DXMatrixTranslation(&T, x, y, z);
D3DXMATRIX toWorld = T;
AABB box;
mChunkBox.xform(toWorld, box);

if(D3DXBoxBoundProbe(&box.minPt, &box.maxPt, &originW, &dirW) )
{
//destroy the box
}
//and then draw object in position (x, y, z)
}
}
}
}
[/CODE]
[CODE]
void getWorldPickingRay(D3DXVECTOR3& originW, D3DXVECTOR3& dirW)
{
POINT s;
GetCursorPos(&s);
ScreenToClient(mhMainWnd, &s);
float w = (float)md3dPP.BackBufferWidth;
float h = (float)md3dPP.BackBufferHeight;
D3DXMATRIX proj = gCamera->proj();
float x = (2.0f*s.x/w - 1.0f) / proj(0,0);
float y = (-2.0f*s.y/h + 1.0f) / proj(1,1);
D3DXVECTOR3 origin(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 dir(x, y, 1.0f);
D3DXMATRIX invView;
D3DXMatrixInverse(&invView, 0, &gCamera->view());
D3DXVec3TransformCoord(&originW, &origin, &invView);
D3DXVec3TransformNormal(&dirW, &dir, &invView);
D3DXVec3Normalize(&dirW, &dirW);
}
[/CODE]
Is there any problems in my code?

And sorry for my poor english Edited by kgs
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I seem to remember D3D providing a function for this, using mesh objects, which returned all intercepted meshes sorted into distance order. This seems to suggest to me that you will expect to find objects yourself in any order which you then need to sort by distance in order to find the nearest one. Because the world is not sorted by distance-from-viewer and ray you cast will find objects in whatever order they are stored in.
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[quote name='PhillipHamlyn' timestamp='1344779350' post='4968708']
I seem to remember D3D providing a function for this, using mesh objects, which returned all intercepted meshes sorted into distance order. This seems to suggest to me that you will expect to find objects yourself in any order which you then need to sort by distance in order to find the nearest one. Because the world is not sorted by distance-from-viewer and ray you cast will find objects in whatever order they are stored in.
[/quote]
Thanks for your reply,I find this
HRESULT D3DXIntersect(
__in LPD3DXBASEMESH pMesh,
__in const D3DXVECTOR3 *pRayPos,
__in const D3DXVECTOR3 *pRayDir,
__out BOOL *pHit,
__out DWORD *pFaceIndex,
__out FLOAT *pU,
__out FLOAT *pV,
__out FLOAT *pDist,
__out LPD3DXBUFFER *ppAllHits,
__out DWORD *pCountOfHits
);
so is the pDist return the shortest distance?
But I still don't known how to do with this shortest distance.
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Now I have changed my code to triangle Pick using D3DXIntersect
But it still get multi result, I only want a closest one to pick, please help me Edited by kgs
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what about putting all intersecting meshes in a vector with a pointer to the mesh or some other identifier plus the distance? than you can iterate through the vector and save the shortest distance with the identifier.
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