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Picking
Getting Started for DX11 | Getting Started for DX12 |
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This lesson covers performing picking in 3D.
You can find an older tutorial on 3D picking using ray/object tests at Rastertek that uses the deprecated D3DXMath library. Note that instead of a 'roll your own' RaySphereIntersect
you can use BoundingSphere from DirectXCollision.h
with the following method to do the ray-sphere test:
bool Intersects(FXMVECTOR Origin, FXMVECTOR Direction, float& Dist) const;
Also remember that the default view coordinates for DirectX Tool Kit is "right-handed" viewing coordinates and the Rastertek tutorials follow the older DirectX style of "left-handed" viewing coordinates. This requires reversing the Z direction of the ray.
You can also review the Direct3D 10 era "picking" sample from the legacy DirectX SDK.
Next lesson: Mixing SimpleMath and DirectXMath
DirectMath Programmer's Guide
DirectXMath Collision sample for Win32, UWP, XDK, GDK
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20