// get the current transform matrices
    D3DXMATRIX matProjection, matView, matWorld, matInverse;
    ENGINE.GetDevice()->GetDevice()->GetTransform(D3DTS_PROJECTION, &matProjection);
    ENGINE.GetDevice()->GetDevice()->GetTransform(D3DTS_VIEW, &matView);
    ENGINE.GetDevice()->GetDevice()->GetTransform(D3DTS_WORLD, &matWorld);
    // use the mouse coordinates to get the mouse angle
    float xAngle = (((2.0f * ENGINE.GetInputManager()->GetMousePos()->x) / WINDOW_WIDTH) - 1.0f) / matProjection(0, 0);
    float yAngle = (((-2.0f * ENGINE.GetInputManager()->GetMousePos()->y) / WINDOW_HEIGHT) + 1.0f) / matProjection(1, 1);
    D3DXVECTOR3 origin, direction;
    origin = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
    direction = D3DXVECTOR3(xAngle, yAngle, 1.0f);
    // find the inverse matrix
    D3DXMatrixInverse(&matInverse, NULL, &(matWorld * matView));
    // convert origin and direction into model space
    D3DXVec3TransformCoord(&origin, &origin, &matInverse);
    D3DXVec3TransformNormal(&direction, &direction, &matInverse);
    D3DXVec3Normalize(&direction, &direction);
    // detect picking
    BOOL hit;
    std :: list<CEntity*> :: iterator iter = MAINMANAGER.GetLegoObjectManager()->GetObjList().begin();
    CResource* g_pResource = NULL;
    while(iter != MAINMANAGER.GetLegoObjectManager()->GetObjList().end())
    {
        g_pResource = static_cast<CEntity*>(*iter)->GetResource();
        D3DXIntersect( static_cast<PassiveMesh*>(g_pResource)->GetMesh(), &origin, &direction, &hit, NULL, NULL, NULL, NULL, NULL, NULL);
        if(hit)
        {
            ENGINE.GetDevice()->GetDevice()->SetRenderState(D3DRS_LIGHTING, FALSE);
            break;
        }
        else
        {
            ENGINE.GetDevice()->GetDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
        }
        ++iter;
    }
这是我挑选的示例源代码。我有个问题。
如果我创建三个 3D 对象。所以挑选第三个对象。第一个,第二个对象不起作用。
如果我只创建一个对象。采摘效果很好!
如果我创建两个对象。拾取不是第一个对象,而是第二个对象。
只有创建最后一个对象才能很好地工作。
我不明白为什么会出现这个问题。
请给我一些建议。