2013-02-02 143 views
0

我對每個世界,視圖和投影轉換都有一個SlimDX矩陣。根據http://msdn.microsoft.com/en-gb/library/windows/desktop/bb147302(v=vs.85).aspx,投影變換離開(-1,1)^ 3立方體中的座標。如何將鼠標轉換爲世界座標?

我認爲通過將鼠標相對於渲染目標的位置轉換爲投影空間(即將其縮放到(-1,1)範圍內並將其固定在-1軸上),然後應用倒轉的worldview投射。

下面的代碼顯示了我的嘗試。我的測試是運行應用程序並使用鼠標滾輪放大和縮小,並查看打印的X座標是否改變,同時將鼠標光標放在窗口的左邊緣 - 它不會在某處出現錯誤。

form.MouseMove += (obj, eargs) => 
     { 
      SlimDX.Matrix worldview = SlimDX.Matrix.Multiply(SlimDX.Matrix.Identity, viewMatrix); 
      SlimDX.Matrix worldviewprojection = SlimDX.Matrix.Multiply(worldview, projectionMatrix); 
      worldviewprojection.Invert(); 

      var pointX = (float)((2.0 * ((float)eargs.Location.X)/(float)form.Width) - 1.0f); 
      var pointY = (float)((2.0 * (((float)eargs.Location.Y)/(float)form.Height)) - 1.0f) * -1.0f; 
      var mouseInProjectionSpace = new Vector4(pointX, pointY, -1.0f, 1.0f); 
      var mouseInWorldSpace = Vector4.Transform(mouseInProjectionSpace, worldviewprojection); 
      Console.WriteLine(mouseInWorldSpace); 
     }; 

     form.MouseWheel += (_, __) => 
      { 
       if (__.Delta > 0) 
        cam.Z /= 2.0f; 
       else 
        cam.Z *= 2.0f; 
       viewMatrix = GetView(cam); 
       Console.WriteLine("zzz="+cam.Z); 
      }; 

任何幫助表示讚賞

+0

「mouseInWorldSpace」的例子是怎麼樣的?你是否用它的w分量來劃分它?你可以用z = 0而不是-1來試試嗎? – Gnietschow

回答

0

您的z是錯誤的,因爲在射影空間,z是0(近平面)至1(遠平面)

所以它的作用:

Vector2 mouse = //Normalized as -1 to 1 (as you did) 
Vector3 orig = new Vector3(mouse.X,mouse.Y,0.0f); 
Vector3 far = new Vector3(mouse.X,mouse.Y,1.0f); 

//This gets mouse position on near plane 
Vector3 origin = Vector3.TransformCoordinate(orig,worldviewprojectioninverse); 

//This gets mouse position on far plane 
Vector3 posfar = Vector3.TransformCoordinate(far,worldviewprojectioninverse); 
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