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对于每个世界、视图和投影变换,我都有一个 SlimDX 矩阵。根据http://msdn.microsoft.com/en-gb/library/windows/desktop/bb147302(v=vs.85).aspx,投影变换在 (-1,1)^3 立方体中留下坐标。

我认为通过将鼠标相对于渲染目标的位置转换为投影空间(即将其缩放到 (-1,1) 范围并将其固定在 z 轴上的 -1 处),然后应用倒置的 worldviewprojection。

下面的代码显示了我的尝试。我的测试是运行应用程序并使用鼠标滚轮放大和缩小,看看打印的 X 坐标是否发生变化,同时将鼠标光标保持在窗口的左边缘 - 它不会,所以某处一定有问题。

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);
            };

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1 回答 1

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你的 z 是错误的,因为在投影空间中 z 是 0(近平面)到 1(远平面)

所以它:

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);
于 2013-02-04T17:16:25.470 回答