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Picking
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hi, if there's a mesh and you want to include world transformation, add this,
D3DXVECTOR3 vNear,vDir;
D3DXMATRIX invMat;
D3DXMatrixInverse(&invMat, NULL, Object.GetWorldMatrix());
D3DXVec3TransformCoord(&vNear, &vPickRayOrig, &invMat);
D3DXVec3TransformNormal(&vDir, &vPickRayDir, &invMat);
then,
D3DXIntersect(Object.GetMesh(), &vNear, &vDir,
&bHit, NULL, NULL, NULL, &dist, NULL, &numOfIntersection);
if it's not a mesh.., ehm., it's a sprite then?

[edited by - mickey on November 7, 2002 6:23:02 AM]
D3DXVECTOR3 vNear,vDir;
D3DXMATRIX invMat;
D3DXMatrixInverse(&invMat, NULL, Object.GetWorldMatrix());
D3DXVec3TransformCoord(&vNear, &vPickRayOrig, &invMat);
D3DXVec3TransformNormal(&vDir, &vPickRayDir, &invMat);
then,
D3DXIntersect(Object.GetMesh(), &vNear, &vDir,
&bHit, NULL, NULL, NULL, &dist, NULL, &numOfIntersection);
if it's not a mesh.., ehm., it's a sprite then?
[edited by - mickey on November 7, 2002 6:23:02 AM]
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