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CPicking.cpp
98 lines (68 loc) · 2.04 KB
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CPicking.cpp
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#include "CPicking.h"
CPicking::CPicking()
{
}
CPicking::~CPicking()
{
}
CPicking& CPicking::PickInst()
{
static CPicking Pick;
return Pick;
}
RAY CPicking::CalcPickingRay(LPDIRECT3DDEVICE9 _device, HWND _hWnd, int x, int y)
{
RAY ray;
RECT rt;
GetClientRect(_hWnd, &rt);
float px = 0.0f;
float py = 0.0f;
//get viewport
D3DVIEWPORT9 vp;
_device->GetViewport(&vp);
//get projection
D3DXMATRIX proj;
_device->GetTransform(D3DTS_PROJECTION, &proj);
//px = ( ((2.0f*x) / vp.Width) - 1.0f ) / proj(0,0);
//py = ( ((-2.0f*y) / vp.Height) + 1.0f ) / proj(1,1);
px = ( ((2.0f*x) / vp.Width) - 1.0f );
py = ( ((-2.0f*y) / vp.Height) + 1.0f );
px /= proj._11;
py /= proj._22;
ray.origin = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
ray.direction = D3DXVECTOR3(px, py, 1.0f);
D3DXMATRIX view;
_device->GetTransform(D3DTS_VIEW, &view);
D3DXMATRIX viewInverse;
D3DXMatrixInverse(&viewInverse, 0, &view);
// 광선의 원점을 변환한다 w = 1
D3DXVec3TransformCoord(&ray.origin, &ray.origin, &viewInverse);
// 광선의 방향을 변환한다 w = 0
D3DXVec3TransformNormal(&ray.direction, &ray.direction, &viewInverse);
// 방향을 정규화
D3DXVec3Normalize(&ray.direction, &ray.direction);
return ray;
}
bool CPicking::CollisionCheckTriangle(D3DXVECTOR3 &PickPos, RAY &_ray, D3DXVECTOR3 &_v0, D3DXVECTOR3 &_v1, D3DXVECTOR3 &_v2)
{
float t,u,v;
t = u = v = 0.0f;
D3DXVECTOR3 v_edge1 = _v1 - _v0;
D3DXVECTOR3 v_edge2 = _v2 - _v0;
D3DXVECTOR3 tvec, pvec, qvec;
float det, inv_det;
D3DXVec3Cross(&pvec, &_ray.direction, &v_edge2);
det = D3DXVec3Dot(&v_edge1, &pvec);
if(det > -0.0001f && det < 0.0001f) return false;
inv_det = 1.0f / det;
tvec = _ray.origin - _v0;
u = D3DXVec3Dot(&tvec, &pvec) * inv_det;
if(u < 0.0001f || u > 1.0001f) return false;
D3DXVec3Cross(&qvec, &tvec, &v_edge1);
v = D3DXVec3Dot(&_ray.direction, &qvec) * inv_det;
if(v < 0.0001f || (u+v) > 1.0001f ) return false;
_ray.fT = D3DXVec3Dot(&v_edge2, &qvec) * inv_det;
if(_ray.fT <= 0) return false;
PickPos = _v0 + (u * (_v1 - _v0)) + (v * (_v2 - _v0));
return true;
}