如何找到静态网格物体的变换?
我将其用于我的拣货功能。
我已经尝试过了,但是没有用...
void StaticMesh::Render(void)
{
D3DXMATRIX matWorld;
D3DXMatrixIdentity(&matWorld);
device->SetTransform(D3DTS_WORLD, &matWorld);
for(DWORD i = 0; i < numMaterials; i++) // loop through each subset
{
device->SetMaterial(&material[i]); // set the material for the subset
device->SetTexture(0, texture[i]); // ...then set the texture
mesh->DrawSubset(i); // draw the subset
}
s = &matWorld; // THIS WOULD BE THE TRANSFORMATION FOR THE OBJECT
}
提前致谢。
编辑2:
这是全类
#include "StdAfx.h"
#include "StaticMesh.h"
StaticMesh::StaticMesh(LPDIRECT3DDEVICE9* dev)
{
d3ddev=dev;
device = *d3ddev;
}
StaticMesh::~StaticMesh(void)
{
}
void StaticMesh::Render(void)
{
LPDIRECT3DDEVICE9 device=*d3ddev;
D3DXMATRIX matWorld;
D3DXMatrixIdentity(&matWorld);
device->SetTransform(D3DTS_WORLD, &matWorld);
for(DWORD i = 0; i < numMaterials; i++) // loop through each subset
{
device->SetMaterial(&material[i]); // set the material for the subset
device->SetTexture(0, texture[i]); // ...then set the texture
mesh->DrawSubset(i); // draw the subset
}
s = matWorld;
}
StaticMesh* StaticMesh::LoadXFile(LPCWSTR fileName, LPDIRECT3DDEVICE9* dev)
{
StaticMesh *obj = this;
obj = new StaticMesh(dev);
obj->Load(fileName);
return obj;
}
void StaticMesh::Load(LPCWSTR fileName)
{
D3DXLoadMeshFromX(fileName, // load this file
D3DXMESH_SYSTEMMEM, // load the mesh into system memory
device, // the Direct3D Device
NULL, // we aren't using adjacency
&bufMeshMaterial, // put the materials here
NULL, // we aren't using effect instances
&numMaterials, // the number of materials in this model
&mesh); // put the mesh here
// retrieve the pointer to the buffer containing the material information
D3DXMATERIAL* tempMaterials = (D3DXMATERIAL*)bufMeshMaterial->GetBufferPointer();
// create a new material buffer and texture for each material in the mesh
material = new D3DMATERIAL9[numMaterials];
texture = new LPDIRECT3DTEXTURE9[numMaterials];
for(DWORD i = 0; i < numMaterials; i++) // for each material...
{
// Copy the material
material[i] = tempMaterials[i].MatD3D;
// Set the ambient color for the material (D3DX does not do this)
material[i].Ambient = material[i].Diffuse;
// Create the texture if it exists - it may not
texture[i] = NULL;
if (tempMaterials[i].pTextureFilename)
{
D3DXCreateTextureFromFileA(device, tempMaterials[i].pTextureFilename,&texture[i]);
}
}
}
void StaticMesh::CleanUp(void)
{
mesh->Release();
}
编辑3:
void GUIDialog::Picking(HWND hWnd, int status)
{
LPDIRECT3DDEVICE9 device = *d3ddev;
D3DXMATRIX matProj;
POINT pt;
D3DVIEWPORT9 vp;
D3DXMATRIX *matWorld=NULL;
D3DXMATRIX matView;
GetCursorPos(&pt);
ScreenToClient(hWnd, &pt);
device->GetTransform(D3DTS_PROJECTION, &matProj);
device->GetViewport(&vp);
device->GetTransform(D3DTS_VIEW, &matView);
for(int i=0; (int)edit.size() > i; i++)
{
matWorld=&edit.at(i)->staticMesh->s;
// 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);
if(FAILED(D3DXIntersect(edit.at(i)->staticMesh->mesh, &rayPos, &rayDir, &edit.at(i)->staticMesh->hasHit, NULL, NULL, NULL, &edit.at(i)->staticMesh->
distanceToCollision, NULL, NULL)))
{
PostQuitMessage(0);
};
if(edit.at(i)->staticMesh->hasHit!=0&&status==WM_LBUTTONUP)
{
if(status==WM_LBUTTONUP)
EventProc(HIT, *edit.at(i));
}
}
}
最佳答案
那么您上面的代码是正确的matWorld是对象的转换。如果您希望将射线转换为对象局部空间(即,转换为matWorld转换之前的空间),则只需将世界空间射线乘以matWorld的逆矩阵即可...