为什么我的拣货功能出乎意料?

时间:2011-04-22 07:29:43

标签: c++ directx

我一直试图让这件事工作2个小时,但没有运气。

BOOL Directx::Picking(HWND hWnd, AnimatedMesh *entity)
{
    D3DXMATRIX matProj;
    POINT pt;
    D3DVIEWPORT9 vp;
    D3DXMATRIX matWorld;
    D3DXMATRIX matView;

    GetCursorPos(&pt);
    ScreenToClient(hWnd, &pt);
    d3ddev->GetTransform(D3DTS_PROJECTION, &matProj);
    d3ddev->GetViewport(&vp);
    d3ddev->GetTransform(D3DTS_VIEW, &matView);

    d3ddev->GetTransform(D3DTS_WORLD, &matWorld);
    // Use inverse of matrix
    D3DXVECTOR3 rayPos((float)pt.x, (float)pt.y,0); // near-plane position
    D3DXVECTOR3 rayDir((float)pt.x, (float)pt.y,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);
    float distanceToCollision;
    BOOL hasHit = 0;
    if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayPos, &rayDir, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
    {
        PostQuitMessage(0);
    };

    if(hasHit!=0)
    {
        PostQuitMessage(0);
    }
    return hasHit;
}

我认为matWorld的问题是因为我正在进行世界转换而不是对象转换,但这只是猜测。我发现了新的东西,我正在加载2个动画网格,第一个是立方体,第二个是平面。我对渲染它们没有任何问题,但是当我测试对立方体进行挑选时,它会说即使它没有被挑选也是如此。但对于飞机,当你点击它说它没有' 点击了。

修改
好的,所以我做了更多的调试,我得到了一些关于这个问题的结果。所以,我试着画出我的光芒!当我绘制我的光线时,我想在我点击的位置画一个点。但是当我绘制我的光线时,点接近原点(0,0,0)我再次点击而不是向下移动一点而且它一直上下移动。
以下是我绘制光线的方法

............
  D3DXVec3Normalize(&rayDir,&rayDir);
    Program::mesh1->FillInTransformation(0, 0, 0, 0, 0, 0, rayPos.x, rayPos.y, Program::z, true, false, false);  //HERE I TOOK X AND Y OF rayPos AND DRAW DOT ON IT'S POSITION
    float distanceToCollision;
    BOOL hasHit = 0;
    if(FAILED(D3DXIntersect(entity->pDrawMesh, &rayPos, &rayDir, &hasHit, NULL, NULL, NULL, &distanceToCollision, NULL, NULL)))
    {
        PostQuitMessage(0);
    };
........

1 个答案:

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;
}