# Picking Intersection Vertices

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I am trying to grab the closest vertex to my mouse click using picking. I understand that the &t represents distance, but how can I get the distance of each vertex from the mouse click after converting it all to the correct worlds I am able to select the faces of the mesh, but am struggling on selecting the closest vertex.

        UINT hitCount;
float u,v,t;
ID3D10Blob* allHits;
d3dxmesh->Intersect(&rayOrigin, &rayDir, &hitCount,
&PickedTriangle, &u, &v, &t, &allHits);


I know the vertex is going to be vertex[indices[PickedTriangle*3+0]] ..etc. So how can I get the distance from the click for each vertex in the triangle selected.

Edited by VoidAccess

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you should not get just the triangle, but also the point in the triangle. From there, just inspect the verticies of the triangle and find the closest of the triple.

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Still having issues getting this to work, I tried to get the shortest distance from the mouse click but its not working right. Just want the closest vertex to be selected from click on the triangle

void PickingApp::pick(int sx, int sy)
{
D3DXMATRIX P = GetCamera().proj();

// Compute picking ray in view space.
float vx = (+2.0f*sx/mClientWidth  - 1.0f)/P(0,0);
float vy = (-2.0f*sy/mClientHeight + 1.0f)/P(1,1);

D3DXVECTOR3 rayOrigin(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 rayDir(vx, vy, 1.0f);

// Tranform to world space.
D3DXMATRIX V = GetCamera().view();

D3DXMATRIX inverseV;
D3DXMatrixInverse(&inverseV, 0, &V);

D3DXVec3TransformCoord(&rayOrigin, &rayOrigin, &inverseV);
D3DXVec3TransformNormal(&rayDir, &rayDir, &inverseV);

// Transform to the mesh's local space.
D3DXMATRIX inverseW;
D3DXMatrixInverse(&inverseW, 0, &mBaseWorld);

D3DXVec3TransformCoord(&rayOrigin, &rayOrigin, &inverseW);
D3DXVec3TransformNormal(&rayDir, &rayDir, &inverseW);

ID3DX10Mesh* d3dxmesh = mBaseMesh.d3dxMesh();

MouseCoord = rayOrigin;

UINT hitCount;
float u,v,t;
ID3D10Blob* allHits;
d3dxmesh->Intersect(&rayOrigin, &rayDir, &hitCount,
&mPickedTriangle, &u, &v, &t, &allHits);

ReleaseCOM(allHits);
}

drawScene(){
...
...
DWORD i0 = indices[mPickedTriangle*3+0];
DWORD i1 = indices[mPickedTriangle*3+1];
DWORD i2 = indices[mPickedTriangle*3+2];

HR(ib->Unmap());

// Get the vertices of the picked triangle and copy them into our VB.

MeshVertex* vertices = 0;
HR(vb->Map((void**)&vertices, &size));

D3DXVECTOR3* triVerts = 0;

float v1 = sqrt((pow(vertices[i0].pos.x - MouseCoord.x  ,2) + pow(vertices[i0].pos.y - MouseCoord.y,2) + pow(vertices[i0].pos.z - MouseCoord.z,2)));

float v2 = sqrt((pow(vertices[i1].pos.x - MouseCoord.x  ,2) + pow(vertices[i1].pos.y - MouseCoord.y,2) + pow(vertices[i1].pos.z - MouseCoord.z,2)));

float v3 = sqrt((pow(vertices[i2].pos.x - MouseCoord.x  ,2) + pow(vertices[i2].pos.y - MouseCoord.y,2) + pow(vertices[i2].pos.z - MouseCoord.z,2)));

if(v1 < v2 && v1 < v3)
triVerts[0] = vertices[i0].pos;
if(v2 < v1 && v2 < v3)
triVerts[0] = vertices[i1].pos;
if(v3 < v1 && v3 < v2)
triVerts[0] = vertices[i2].pos;
...}

Edited by VoidAccess

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Finally figured it out. Was mistaking RayOrgin for point in triangle clicked in its local space, but realized that no matter where I clicked the same spot would be selected. So I used the BaryCentric coordinates u,v to find highest influence, which results in the vertice that is the closest on the face to be selected. **This is from Frank D Luna directX book modified for point selection.

void PickingApp::pick(int sx, int sy)
{
D3DXMATRIX P = GetCamera().proj();
// Compute picking ray in view space.
float vx = (+2.0f*sx/mClientWidth  - 1.0f)/P(0,0);
float vy = (-2.0f*sy/mClientHeight + 1.0f)/P(1,1);

D3DXVECTOR3 rayOrigin(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 rayDir(vx, vy, 1.0f);

// Tranform to world space.
D3DXMATRIX V = GetCamera().view();

D3DXMATRIX inverseV;
D3DXMatrixInverse(&inverseV, 0, &V);

D3DXVec3TransformCoord(&rayOrigin, &rayOrigin, &inverseV);
D3DXVec3TransformNormal(&rayDir, &rayDir, &inverseV);

// Transform to the mesh's local space.
D3DXMATRIX inverseW;
D3DXMatrixInverse(&inverseW, 0, &mBaseWorld);

D3DXVec3TransformCoord(&rayOrigin, &rayOrigin, &inverseW);
D3DXVec3TransformNormal(&rayDir, &rayDir, &inverseW);

ID3DX10Mesh* d3dxmesh = mBaseMesh.d3dxMesh();

UINT hitCount;
float u,v,t;
ID3D10Blob* allHits;
d3dxmesh->Intersect(&rayOrigin, &rayDir, &hitCount,
&mPickedTriangle, &u, &v, &t, &allHits);

float v0 = 1 - u - v;
float v1 = u;
float v2 = v;

if(v0 > v1 && v0 > v2)
inf = mPickedTriangle * 3;
if(v1 > v0 && v1 > v2)
inf = mPickedTriangle * 3 + 1;
if(v2 > v0 && v2 > v1)
inf = mPickedTriangle * 3 + 2;

ReleaseCOM(allHits);
}
drawScene(){
.....
......
if( mPickedTriangle != -1 )
{
ID3DX10Mesh* d3dxmesh = mBaseMesh.d3dxMesh();

ID3DX10MeshBuffer* vb = 0;
ID3DX10MeshBuffer* ib = 0;
HR(d3dxmesh->GetVertexBuffer(0, &vb));
HR(d3dxmesh->GetIndexBuffer(&ib));

// Get the indices of the picked triangle.

DWORD* indices = 0;
SIZE_T size;
HR(ib->Map((void**)&indices, &size));

DWORD i0 = indices[inf];

HR(ib->Unmap());

// Get the vertices of the picked triangle and copy them into our VB.

MeshVertex* vertices = 0;
HR(vb->Map((void**)&vertices, &size));

D3DXVECTOR3* triVerts = 0;

triVerts[0] = vertices[i0].pos;

mPickedTriVB->Unmap();
HR(vb->Unmap());

ReleaseCOM(vb);
ReleaseCOM(ib);

// Render the picked triangle specially to distinguish it
// from the other triangles.

md3dDevice->IASetInputLayout(InputLayout::Pos);
md3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST);
UINT stride = sizeof(D3DXVECTOR3);
UINT offset = 0;
md3dDevice->IASetVertexBuffers(0, 1, &mPickedTriVB, &stride, &offset);

D3D10_TECHNIQUE_DESC techDesc;
mPickedTech->GetDesc( &techDesc );

D3DXMATRIX W = mBaseWorld;
D3DXMATRIX V = GetCamera().view();
D3DXMATRIX P = GetCamera().proj();

D3DXMATRIX WVP = W*V*P;

mfxPickedWVPVar->SetMatrix((float*)&WVP);

for(UINT i = 0; i < techDesc.Passes; ++i)
{
ID3D10EffectPass* pass = mPickedTech->GetPassByIndex(i);
pass->Apply(0);

md3dDevice->Draw(1, 0);
}
}
}


.

Edited by VoidAccess

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This topic is 1753 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.