Esempio n. 1
0
void MainForm::InitScene()
{
	scene = drawPanel->GetScene();
#ifdef WORK_PC
	scene->SetShadersPath("E:\\D3D\\ShaderTamplates");
#else
	scene->SetShadersPath("E:\\Projects\\D3D\\ShaderTamplates");
#endif
	scene->Init();
	scene->SetGlobalAmbient(0.03f, 0.03f, 0.03f, 1.0f);
	scene->SetBackgroundColor(Color::Blue());

	MainScene::Set(scene);
	
	CameraPtr camPtr = scene->AddCamera();
	Camera * cam = camPtr.Get();


	cam->SetPosition(0.0f,0.0f,-130.0f);
	cam->LookAt(0.0f,0.0f,0.0f);
	cam->SetNearDistance(2.0f);
	cam->SetFarDistance(10000.0f);
	cam->SetFOV(45.0f);

	scene->SetActiveCamera(camPtr);


	cameraController.SetCamera(camPtr);
	cameraController.SetMoveAmount(2.0f);
	cameraController.SetZoomAmount(10.0f);
	cameraController.SetRotateAmount(3.0f);

}
Esempio n. 2
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());
		}

	}
}