예제 #1
0
파일: GERendering.cpp 프로젝트: bvk76/demos
void GERendering::screenToWorld(const GEVector* PositionScreen, GEVector* WorldPointNear, GEVector* WorldPointFar)
{
    D3DXMATRIX matProjection;
    d3ddev->GetTransform(D3DTS_PROJECTION, &matProjection);

    D3DXMATRIX matView;
    d3ddev->GetTransform(D3DTS_VIEW, &matView);

    D3DXMATRIX matIdentity;
    D3DXMatrixIdentity(&matIdentity);
    
    D3DVIEWPORT9 vPort;
    d3ddev->GetViewport(&vPort);

    D3DXVECTOR3 vPositionScreen1(PositionScreen->X, PositionScreen->Y, 0.0f);
    D3DXVECTOR3 vPositionScreen2(PositionScreen->X, PositionScreen->Y, 1.0f);

    D3DXVECTOR3 vPositionWorld1;
    D3DXVec3Unproject(&vPositionWorld1, &vPositionScreen1, &vPort, &matProjection, &matView, &matIdentity);

    D3DXVECTOR3 vPositionWorld2;
    D3DXVec3Unproject(&vPositionWorld2, &vPositionScreen2, &vPort, &matProjection, &matView, &matIdentity);

    WorldPointNear->set(vPositionWorld1.x, vPositionWorld1.y, vPositionWorld1.z);
    WorldPointFar->set(vPositionWorld2.x, vPositionWorld2.y, vPositionWorld2.z);
}
//----------------------------------------------------------------------------//
void Direct3D10RenderTarget::unprojectPoint(const GeometryBuffer& buff,
                                            const Vector2& p_in,
                                            Vector2& p_out) const
{
    if (!d_matrixValid)
        updateMatrix();

    const Direct3D10GeometryBuffer& gb =
        static_cast<const Direct3D10GeometryBuffer&>(buff);

    D3D10_VIEWPORT vp;
    setupViewport(vp);

    D3DXVECTOR3 in_vec;
    in_vec.z = 0.0f;

    // project points to create a plane orientated with GeometryBuffer's data
    D3DXVECTOR3 p1;
    D3DXVECTOR3 p2;
    D3DXVECTOR3 p3;
    in_vec.x = 0;
    in_vec.y = 0;
    D3DXVec3Project(&p1, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    in_vec.x = 1;
    in_vec.y = 0;
    D3DXVec3Project(&p2, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    in_vec.x = 0;
    in_vec.y = 1;
    D3DXVec3Project(&p3, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    // create plane from projected points
    D3DXPLANE surface_plane;
    D3DXPlaneFromPoints(&surface_plane, &p1, &p2, &p3);

    // unproject ends of ray
    in_vec.x = vp.Width * 0.5f;
    in_vec.y = vp.Height * 0.5f;
    in_vec.z = -d_viewDistance;
    D3DXVECTOR3 t1;
    D3DXVec3Unproject(&t1, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    in_vec.x = p_in.d_x;
    in_vec.y = p_in.d_y;
    in_vec.z = 0.0f;
    D3DXVECTOR3 t2;
    D3DXVec3Unproject(&t2, &in_vec, &vp, &d_matrix, 0, gb.getMatrix()); 

    // get intersection of ray and plane
    D3DXVECTOR3 intersect;
    D3DXPlaneIntersectLine(&intersect, &surface_plane, &t1, &t2);

    p_out.d_x = intersect.x;
    p_out.d_y = intersect.y;
}
예제 #3
0
파일: Drawing.cpp 프로젝트: aolko/construct
// Project the mouse cursor from screen space to object space
void EditExt::ProjectScreenToWorld(D3DXVECTOR3* pOut, float screenX, float screenY, float worldZ)
{
	D3DXVECTOR3 lineBegin, lineEnd;

	// Unproject the near and far points given by the screen X,Y coords
	D3DXVECTOR3 screenSpace(screenX, screenY, 0.0f);
	D3DXVec3Unproject(&lineBegin, &screenSpace, &viewport, &projection_matrix, &view_matrix, &worldMatrix);
	screenSpace.z = 1.0f;
	D3DXVec3Unproject(&lineEnd, &screenSpace, &viewport, &projection_matrix, &view_matrix, &worldMatrix);

	// Using a plane intersection, we can determine the object space coordinates of the screen space coords
	// at a certain Z depth, intersecting the line given above.
	orig.z = worldZ;
	D3DXPlaneFromPointNormal(&plane, &orig, &normal);
	D3DXPlaneIntersectLine(pOut, &plane, &lineBegin, &lineEnd);
}
예제 #4
0
파일: main.cpp 프로젝트: NickABoen/Awe
void PhysXUnProject(int xi, int yi, float depth, double &rx, double &ry, double &rz)
{
	D3DXVECTOR3 output, input;

	input = D3DXVECTOR3(xi, yi, depth);

	D3DXVec3Unproject(&output, &input, &gViewPort, gViewerCamera.GetProjMatrix(), gViewerCamera.GetViewMatrix(), &gWorldMatrix);
	
	rx = output.x; ry = output.y; rz = output.z;
	
}
예제 #5
0
	//	クライアント座標からワールド座標へ
	void	ClientToWorld( const Vector3& screenPos, Vector3& out )
	{
		D3DXVECTOR3	d3dxScreenCoord( screenPos.x, screenPos.y, screenPos.z );

		D3DVIEWPORT9	viewPort;
		iexSystem::Device->GetViewport( &viewPort );

		D3DXMATRIX	worldMatrix;
		D3DXMatrixIdentity( &worldMatrix );
		D3DXVECTOR3	result;
		D3DXVec3Unproject( &result, &d3dxScreenCoord, &viewPort, &matProjection, &matView, &worldMatrix );

		out = Vector3( result.x, result.y, result.z );
	}
예제 #6
0
파일: math.c 프로젝트: devyn/wine
/*************************************************************************
 * D3DXVec3UnprojectArray
 */
D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(
    D3DXVECTOR3* out, UINT outstride, CONST D3DXVECTOR3* in, UINT instride,
    CONST D3DVIEWPORT9* viewport, CONST D3DXMATRIX* projection,
    CONST D3DXMATRIX* view, CONST D3DXMATRIX* world, UINT elements)
{
    UINT i;
    TRACE("\n");
    for (i = 0; i < elements; ++i) {
        D3DXVec3Unproject(
            (D3DXVECTOR3*)((char*)out + outstride * i),
            (CONST D3DXVECTOR3*)((const char*)in + instride * i),
            viewport, projection, view, world);
    }
    return out;
}
예제 #7
0
/* Unprojects the screen-space coordinate into object-space
 */
void D3DRenderer::Unproject(float& x, float& y, float& z)
{
	D3DVIEWPORT9 viewport;
	mD3DDevice->GetViewport(&viewport);

	D3DXVECTOR3 in(x, y, z);
	D3DXVECTOR3 out;

	D3DXMATRIX world;
	D3DXMatrixIdentity(&world);

	D3DXVec3Unproject(&out, &in, &viewport, &mProjection, &mView, &world);

	x = out.x;
	y = out.y;
	z = out.z;
}
예제 #8
0
//投影和逆投影
Vector3 RenderTargetD3D9::unproject( const Vector3 & v)
{
    //world matrix
    D3DXMATRIX matWorldD3D ( MappingsD3D9::getMatrix( m_RenderState.m_mtxWorld ) );
    //view matrix
    xs::Matrix4 matView( m_RenderState.m_mtxView );
    matView[2][0] = -matView[2][0];
    matView[2][1] = -matView[2][1];
    matView[2][2] = -matView[2][2];
    matView[2][3] = -matView[2][3];
    D3DXMATRIX matViewD3D( MappingsD3D9::getMatrix( matView ) );
    //projection matrix
    xs::Matrix4 matProj;
    convertProjectionMatrix(m_RenderState.m_mtxProjection, matProj, false);
    D3DXMATRIX matProjD3D( MappingsD3D9::getMatrix( matProj) );


    D3DXVECTOR3 vin(v.x, v.y, v.z);
    D3DXVECTOR3 vout;
    D3DXVec3Unproject(&vout, &vin, &m_viewport, &matProjD3D, &matViewD3D, &matWorldD3D);
    return Vector3(vout.x, vout.y, vout.z);
}
예제 #9
0
/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Summary: Responds to key presses
Parameters:
[in] xDelta - Change in mouse x-axis since last frame
[in] yDelta - Change in mouse y-axis since last frame
[in] zDelta - Change in mouse z-axis since last frame
[in] pMouseButtons - Mouse button states
[in] pPressedKeys - Keyboard keys that are pressed and not locked
[in] elapsedTime - Time elapsed since last frame
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
void terrain3d::ProcessInput( long xDelta, long yDelta, long zDelta, BOOL* pMouseButtons, BOOL* pPressedKeys, float elapsedTime )
{
    float cameraSpeed = 30.0f;

	if ( pMouseButtons[1] )
	{
			D3DVIEWPORT9 viewport;

			m_pFramework->m_pGraphics->GetDevice()->GetViewport(&viewport);

			D3DXVECTOR3 inP1( (float) m_pFramework->m_mouse.GetX(), (float) m_pFramework->m_mouse.GetY(), 0.1f);
			D3DXVECTOR3 outP1;
			D3DXVECTOR3 outP2;

			D3DXMATRIX viewMatrix;
			m_pFramework->m_pGraphics->GetDevice()->GetTransform( D3DTS_VIEW, &viewMatrix);
			D3DXMATRIX projMatrix;
			m_pFramework->m_pGraphics->GetDevice()->GetTransform( D3DTS_PROJECTION, &projMatrix);
			D3DXMATRIX worldMatrix;
			m_pFramework->m_pGraphics->GetDevice()->GetTransform( D3DTS_WORLD, &worldMatrix);

			outP1 = *m_camera.GetPosition();

			inP1.z = viewport.MaxZ;

			D3DXVec3Unproject(&outP2, &inP1, &viewport, /*&m_camera.m_projection*/ /*m_camera.GetProjectionMatrix()*/ &projMatrix, /*&m_camera.m_view*//*m_camera.GetViewMatrix()*/&viewMatrix, /*&worldMatrix*/ /*m_terrain.GetTransform()*/&worldMatrix);
			//printf("DEBUG: %f, %f, %f\n", outP2.x, outP2.y, outP2.z);

			D3DXVECTOR3 intersection;
			D3DXPLANE p(0.0f, 1.0f, 0.0f, 0.0f);
			D3DXPlaneIntersectLine(&intersection, &p, &outP1, &outP2);

			//printf("DEBUG: %f, %f\n", intersection.x * 100.0f, intersection.z * 100.0f);
			waypoint[0] = intersection.z * 100.0f;
			waypoint[1] = intersection.x * 100.0f;
	}

    if ( pMouseButtons[0] )
    {
        m_camera.Yaw( xDelta * elapsedTime * 0.1f);
        m_camera.Pitch( yDelta * elapsedTime * 0.1f );
		updated = true;
    }
    if ( pPressedKeys[DIK_I] )
    {
        m_camera.MoveForward( cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_J] )
    {
        m_camera.Strafe( -cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_K] )
    {
        m_camera.MoveForward( -cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_L] )
    {
        m_camera.Strafe( cameraSpeed * elapsedTime );
		updated = true;
    }
    if ( pPressedKeys[DIK_Q] )
    {
        m_terrain.ScaleRel( 0.0f, -0.1f * elapsedTime, 0.0f );
		updated = true;
    }
    if ( pPressedKeys[DIK_E] )
    {
        m_terrain.ScaleRel( 0.0f , 0.1f * elapsedTime, 0.0f  );
		updated = true;
    }
    if ( pPressedKeys[DIK_F5] )
    {
        m_pFramework->LockKey( DIK_F5 );
        if ( m_pFramework != NULL )
        {
            m_pFramework->ToggleFullscreen();
        }
    }
    if ( pPressedKeys[DIK_F6] )
    {
        m_pFramework->LockKey( DIK_F6 );
        if ( m_pFramework != NULL )
        {
            m_pFramework->ToggleWireframe();
			updated = true;
        }
    }
}