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c++ - 为什么我的选择功能会出现意外行为?

转载 作者:太空宇宙 更新时间:2023-11-04 14:23:37 25 4
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我一直试图让这个东西工作 2 个小时,但没有成功。

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 的问题是因为我得到的是世界变换而不是对象变换,但这只是猜测。我发现了新东西,我正在加载 2 个动画网格,第一个是立方体,第二个只是平面。我对渲染它们没有问题,但是当我测试对立方体的采摘时,它会说它被采摘了,即使它没有被采摘。但对于飞机,当你点击它时,它会说它还没有没有被点击。

编辑
好吧,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!当我画我的光线时,它应该在我点击的地方画一个点。但是当我画我的光线时,点被拉近了原点(0,0,0),我再次点击它,它向下移动了一点,它一直在上下移动。
这是我如何绘制光线

............
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);
};
........

最佳答案

那么试试这个:

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;
}

关于c++ - 为什么我的选择功能会出现意外行为?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5753236/

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