我有一个方形区域,我必须确定鼠标指向的位置 使用D3DXIntersectTri,我可以告诉IF鼠标指向它,但我无法计算x,y,z坐标。
从顶点缓冲区绘制,使用顶点数组初始化:
vertices[0].position = D3DXVECTOR3(-10, 0, -10);
vertices[1].position = D3DXVECTOR3(-10, 0, 10);
vertices[2].position = D3DXVECTOR3( 10, 0, -10);
vertices[3].position = D3DXVECTOR3( 10, 0, -10);
vertices[4].position = D3DXVECTOR3(-10, 0, 10);
vertices[5].position = D3DXVECTOR3( 10, 0, 10);
到目前为止,我有这种方法,这不是给我正确的坐标(仅适用于该区域的一小部分,靠近两条边,内部更不准确):
BOOL Area::getcoord( Ray& ray, D3DXVECTOR3& coord)
{
D3DXVECTOR3 rayOrigin, rayDirection;
rayDirection = ray.direction;
rayOrigin = ray.origin;
float d;
D3DXMATRIX matInverse;
D3DXMatrixInverse(&matInverse, NULL, &matWorld);
// Transform ray origin and direction by inv matrix
D3DXVECTOR3 rayObjOrigin,rayObjDirection;
D3DXVec3TransformCoord(&rayOrigin, &rayOrigin, &matInverse);
D3DXVec3TransformNormal(&rayDirection, &rayDirection, &matInverse);
D3DXVec3Normalize(&rayDirection,&rayDirection);
float u, v;
BOOL isHit1, isHit2;
D3DXVECTOR3 p1, p2, p3;
p1 = vertices[3].position;
p2 = vertices[4].position;
p3 = vertices[5].position;
isHit1 = D3DXIntersectTri(&p1, &p2, &p3, &rayOrigin, &rayDirection, &u, &v, &d);
isHit2 = FALSE;
if(!isHit1)
{
p1 = vertices[0].position;
p2 = vertices[1].position;
p3 = vertices[2].position;
isHit2 = D3DXIntersectTri(&p1, &p2, &p3, &rayOrigin, &rayDirection, &u, &v, &d);
}
if(isHit1)
{
coord.x = 1 * ((1-u-v)*p3.x + u*p3.y + v*p3.z);
coord.y = 0.2f;
coord.z = -1 * ((1-u-v)*p1.x + u*p1.y + v*p1.z);
D3DXVec3TransformCoord(&coord, &coord, &matInverse);
}
if(isHit2)
{
coord.x = -1 * ((1-u-v)*p3.x + u*p3.y + v*p3.z);
coord.y = 0.2f;
coord.z = 1 * ((1-u-v)*p1.x + u*p1.y + v*p1.z);
D3DXVec3TransformCoord(&coord, &coord, &matWorld);
}
return isHit1 || isHit2;
}
答案 0 :(得分:1)
重心坐标不能像您使用它们那样工作。 u和v定义源向量的权重。因此,如果您想计算生命值,则必须计算
coord = u * p1 + v * p2 + (1 - u - v) * p3
或者,您可以使用d ray参数:
coord = rayOrigin + d * rDirection
两种方式都应该产生相同的坐标。