所以我正在研究我的拣货功能。我已经阅读了几个教程并阅读了一些帖子,我到了这一步。但它仍然无效 我的代码出了什么问题?
BOOL Directx::Picking(HWND hWnd, AnimatedMesh *entity)
{
POINT pt;
D3DVIEWPORT9 vp;
D3DXMATRIX matWorld, matView, matProj;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
d3ddev->GetTransform(D3DTS_PROJECTION, &matProj);
d3ddev->GetViewport(&vp);
d3ddev->GetTransform(D3DTS_WORLD, &matWorld);
d3ddev->GetTransform(D3DTS_VIEW, &matView);
// Use inverse of matrix
D3DXVECTOR3 rayPos(pt.x, pt.y,0); // near-plane position
D3DXVECTOR3 rayDir(pt.x, pt.x,1); // far-plane position
D3DXVec3Unproject(&rayPos,&rayPos,&vp,&matProj,&matView,&matWorld);
D3DXVec3Unproject(&rayDir,&rayDir,&vp,&matProj,&matView,&matWorld);
rayDir -= rayPos; // make a direction from the 2 positions
D3DXVec3Normalize(&rayDir,&rayDir);
// Transform ray origin and direction by inv matrix
BOOL hasHit;
float distanceToCollision;
if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayPos, &rayDir, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
{
PostQuitMessage(0);
};
if(hasHit!=0)
PostQuitMessage(0);
else
{
s=rayPos;
}
return hasHit;
}
答案 0 :(得分:0)
试试这个:
BOOL Directx::Picking(HWND hWnd, AnimatedMesh *entity)
{
POINT pt;
D3DVIEWPORT9 vp;
D3DXMATRIX matProj, matView;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
float w = (float)backBufferWidth;
float h = (float)backBufferHeight;
d3ddev->GetTransform(D3DTS_VIEW, &matView);
d3ddev->GetTransform(D3DTS_PROJECTION, &matProj);
d3ddev->GetViewport(&vp);
//Transform cursor position to view space
float x = (2.0f*pt.x/w - 1.0f) / matProj(0,0);
float y = (-2.0f*pt.y/h + 1.0f) / matProj(1,1);
D3DXVECTOR3 rayOrigin(0.0f, 0.0f,0.0f); // near-plane position
D3DXVECTOR3 rayDir(x, y, 1.0f); // far-plane position
D3DXMATRIX matInvView;
D3DXMatrixInverse(&matInvView, 0, &matView);
D3DXVECTOR3 rayOriginW, rayDirW;
// Transform picking ray to world space.
D3DXVec3TransformCoord(&rayOriginW, &rayOrigin, &invView);
D3DXVec3TransformNormal(&rayDirW, &rayDdir, &invView);
D3DXVec3Normalize(&rayDirW, &rayDirW);
BOOL hasHit;
float distanceToCollision;
if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayOriginW, &rayDirW, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
{
PostQuitMessage(0);
};
s=rayPos;
return hasHit;
}