Example #1
0
void Object_Picking_Test::RunTest(float mX, float mY)
{
	CameraPtr ptr = scene->GetActiveCamera();
	Camera * cam = ptr.Get();
	cam->CalcPickingRay(mX, mY);

	using namespace DirectX;


	for (unsigned int i = 0; i < pickable.size(); i++)
	{
		SceneObj obj = pickable[i];
		StaticEntity * ent = obj.obj.Get();
		
		XMFLOAT4X4 mat = ent->GetWorldMatrix();

		XMMATRIX world = XMLoadFloat4x4((XMFLOAT4X4*)&mat);

		world = XMMatrixTranspose(world);

		XMVECTOR det = XMMatrixDeterminant(world);

		XMMATRIX invWorld = XMMatrixInverse(&det, world);

		Vector3 org = cam->GetPosition();
		Vector3 dir = cam->GetPickingRayDirection();

		XMVECTOR orgInv = XMVector3TransformCoord(XMLoadFloat3((XMFLOAT3*)&org), invWorld);
		XMVECTOR dirInv = XMVector3TransformNormal(XMLoadFloat3((XMFLOAT3*)&dir), invWorld);

		dirInv = XMVector3Normalize(dirInv);

		XMStoreFloat3((XMFLOAT3*)&org, orgInv);
		XMStoreFloat3((XMFLOAT3*)&dir, dirInv);

		AABB bbox = ent->GetAABB();

		/*XMVECTOR max = XMLoadFloat3((XMFLOAT3*)&bbox.max);
		XMVECTOR min = XMLoadFloat3((XMFLOAT3*)&bbox.min);

		max = XMVector3TransformCoord(max, world);
		min = XMVector3TransformCoord(min, world);

		XMStoreFloat3((XMFLOAT3*)&bbox.max, max);
		XMStoreFloat3((XMFLOAT3*)&bbox.min, min);*/

		if (bbox.RayIntersact(org, dir))
		{
			obj.bbox.Get()->SetVisible(!obj.bbox.Get()->IsVisible());
		}

	}
}
Example #2
0
void Object_Picking_Test::Init(Scene * scene)
{
	this->scene = scene;
	currentBox = 0;

	StaticEntityPtr dogPtr2 = scene->AddStaticEntity("assets/sphere.smodel", "dog");
	StaticEntityPtr dogBBox = CreateBBox(dogPtr2);

	SceneObj obj;
	obj.obj = dogPtr2;
	obj.bbox = dogBBox;

	pickable.push_back(obj);

	StaticEntity * dog = dogPtr2.Get();

	dog->Illuminate(false);
	dog->SetPosition(20.0f, 0.0, 0.0f);
	dog->SetScale(100.0f, 100.0f, 100.0f);
	dog->SetRotationY(40.0f);
	dogBBox.Get()->SetScale(100.0f, 100.0f, 100.0f);
	//dogBBox.Get()->CalculateTransform(false);

	
	DirectX::XMFLOAT4X4 dogMat = dog->GetWorldMatrix();

	dogBBox.Get()->CalculateTransform(false);
	dogBBox.Get()->SetTransform(dogMat);

	DirectX::XMFLOAT4X4 boxMat = dogBBox.Get()->GetWorldMatrix();

	//dog->SetRotation(0.0f, -60.0f, 180.0f);
	//dog->SetRotationY(45.0f);

	Material * pMat = dog->GetMaterial(0);
	pMat->SetDiffuseColor(Color(1.0, 0.0f, 0.0f, 1.0f));
}