Question

How can I improve my picking precision?

Asked by: Astynax777

So I've decided to mess around with SlimDX, which is a great C# library for utilizing DirectX in a managed environment. It can be found at http://slimdx.mdxinfo.com/ .  I'm using the release complimenting the DirectX SDK (March 2009) release.  I had the most difficult time getting picking to work because my card world matrix was not invertible.  I solved that and got picking working however it's not as precise as I like.  If I move the camera out further, then my range of selecting a card becomes more narrow.  I created a bounding box in my Card class which I will post following this and everything seems correct to me.  Could anyone please give me some pointers as to how I could improve the precision of my pointing?  Thanks!

using System;
using System.Drawing;
using System.Globalization;
using System.Windows.Forms;
 
using SampleFramework;
using SlimDX;
using SlimDX.Direct3D9;
 
namespace CSSlimDX
{
    class CSSlimDX : Game
    {
        const int InitialWidth = 1024;
        const int InitialHeight = 768;
        
        Card [] cards;
        public Card selectedCard = null;
        Camera camera = new Camera();
        Light light = new Light();
        TextConsole console = new TextConsole();
        
        public Device Device
        {
            get { return GraphicsDeviceManager.Direct3D9.Device; }
        }
 
        public Color ClearColor
        {
            get;
            set;
        }
 
        public CSSlimDX()
        {
            ClearColor = Color.FromArgb(0, 45, 50, 170);
 
            Window.ClientSize = new Size(InitialWidth, InitialHeight);
            Window.Text = "CSSlimDX - Test";
            Window.KeyDown += new KeyEventHandler(Window_KeyDown);
            Window.MouseClick += new MouseEventHandler(Window_MouseClick);
            
            DeviceSettings settings = new DeviceSettings();
            settings.BackBufferWidth = InitialWidth;
            settings.BackBufferHeight = InitialHeight;
            settings.DeviceVersion = DeviceVersion.Direct3D9;
            settings.Windowed = true;
            settings.EnableVSync = true;
            settings.MultisampleType = MultisampleType.EightSamples;
 
            camera.FieldOfView = (float)(Math.PI / 4);
            camera.NearPlane = 1.0f;
            camera.FarPlane = 1000.0f;
            camera.Location = new Vector3(0.0f, 0.0f, -200.0f);
            camera.Target = Vector3.Zero;
 
            Resources.Add(console);
 
            //GraphicsDeviceManager.ChangeDevice(DeviceVersion.Direct3D9, true, InitialWidth, InitialHeight);
            GraphicsDeviceManager.ChangeDevice(settings);
 
            Device.SetRenderState(RenderState.ZEnable, true);
            
 
            light.Type = LightType.Directional;
            light.Direction = new Vector3(0.0f, 0.0f, 1.0f);
            light.Diffuse = Color.FromArgb(200, 200, 200);
            light.Ambient = Color.FromArgb(200, 200, 200);
 
            Material material = new Material();
            material.Diffuse = Color.White;
            material.Ambient = Color.White;
            Device.Material = material;
            
            Device.SetRenderState(RenderState.Lighting, true);
            Device.SetLight(0, light);
            Device.EnableLight(0, true);
            
        }
 
        void Window_MouseClick(object sender, MouseEventArgs e)
        {
            if (selectedCard != null)
            {
                selectedCard.locked = !selectedCard.locked;
            }
        }
 
        protected override void Initialize()
        {
            base.Initialize();
            
            cards = new Card[13];
            cards[0] = new Card(Device, CardList.BLUE1);
            cards[0].camera = camera;
            cards[1] = new Card(Device, CardList.BLUE2);
            cards[1].camera = camera;
            cards[2] = new Card(Device, CardList.BLUE3);
            cards[2].camera = camera;
            cards[3] = new Card(Device, CardList.BLUE4);
            cards[3].camera = camera;
            cards[4] = new Card(Device, CardList.BLUE5);
            cards[4].camera = camera;
            cards[5] = new Card(Device, CardList.BLUE6);
            cards[5].camera = camera;
            cards[6] = new Card(Device, CardList.BLUE7);
            cards[6].camera = camera;
            cards[7] = new Card(Device, CardList.BLUE8);
            cards[7].camera = camera;
            cards[8] = new Card(Device, CardList.BLUE9);
            cards[8].camera = camera;
            cards[9] = new Card(Device, CardList.BLUE10);
            cards[9].camera = camera;
            cards[10] = new Card(Device, CardList.BLUE11);
            cards[10].camera = camera;
            cards[11] = new Card(Device, CardList.BLUE12);
            cards[11].camera = camera;
            cards[12] = new Card(Device, CardList.BLUEWILD);
            cards[12].camera = camera;
            
        }
 
        protected override void LoadContent()
        {
            base.LoadContent();
 
            camera.AspectRatio = (float)Window.ClientSize.Width / Window.ClientSize.Height;
            
            float positionX = (float)cards.Length / 2 * -5;
            //int positionX = 0;
            float positionZ = 3;
            foreach (Card card in cards)
            {
                card.OnResetDevice();
                card.position.X = positionX;
                card.position.Y -= 50;
                card.selectedPosition = card.position;
                //card.position.Z = positionZ;
                card.selected = false;
                Components.Add(card);
                positionX += 5;
                positionZ += 1;
            }
        }
 
        protected override void UnloadContent()
        {
            base.UnloadContent();
 
            foreach (Card card in cards)
            {
                card.OnLostDevice();
            }
        }
 
        protected override void Dispose(bool disposing)
        {
            base.Dispose(disposing);
            
            foreach (Card card in cards)
            {
                card.Dispose();
            }
 
        }
 
        void Window_KeyDown(object sender, KeyEventArgs e)
        {
            // F1 toggles between full screen and windowed mode
            // Escape quits the application
            if (e.KeyCode == Keys.F1)
                GraphicsDeviceManager.ToggleFullScreen();
            else if (e.KeyCode == Keys.Escape)
                Exit();
        }
 
 
        protected void CheckMousePicking()
        {
            foreach (Card card in cards)
            {
                card.selected = false;
            }
 
            
            Point cursorPos = Window.PointToClient(Cursor.Position);
            int mouseX = cursorPos.X;
            int mouseY = cursorPos.Y;
            
            // Clamp mouse coordinates to viewport 
            if (mouseX < 0) mouseX = 0;
            if (mouseY < 0) mouseY = 0;
 
            if (mouseX > this.Device.Viewport.Width) 
                mouseX = this.Device.Viewport.Width;
            if (mouseY > this.Device.Viewport.Height) 
                mouseY = this.Device.Viewport.Height;
 
            
            Vector3 near = new Vector3(mouseX, mouseY, 0f);
            Vector3 far = new Vector3(mouseX, mouseY, 1f);
 
            Vector3 position;
            Vector3 direction;
 
            Ray transformedRay;
            bool found = false;
            for (int i = cards.Length - 1; i >= 0 && !found; i--)
            {
                // Transform points to world space 
                Matrix foo = Device.GetTransform(TransformState.Projection);
                Matrix temp = cards[i].worldMatrix;
                
                position = Vector3.Unproject(near, this.Device.Viewport, camera.ProjectionMatrix, camera.ViewMatrix, cards[i].worldMatrix);
                direction = Vector3.Unproject(far, this.Device.Viewport, camera.ProjectionMatrix, camera.ViewMatrix, cards[i].worldMatrix);
                
             
                transformedRay = new Ray(position, direction);
                
                float distance;
                if (Ray.Intersects(transformedRay, cards[i].box, out distance))
                {
                    cards[i].selected = true;
                    selectedCard = cards[i];
                    found = true;
                }
                else
                {
                    cards[i].selected = false;
                    selectedCard = null;
                }
            }
        }
 
        
        protected override void Update(GameTime gameTime)
        {
            base.Update(gameTime);
 
            CheckMousePicking();
            
        }
 
        protected override void Draw(GameTime gameTime)
        {
            Device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, ClearColor, 1.0f, 0);
            Device.BeginScene();
 
            Device.SetTransform(TransformState.View, camera.ViewMatrix);
            Device.SetTransform(TransformState.Projection, camera.ProjectionMatrix);
 
            base.Draw(gameTime);
 
            console.Begin();
            console.Location = new Point(5, 5);
            console.ForegroundColor = new Color4(1.0f, 1.0f, 1.0f, 0.0f);
            console.WriteLine(GraphicsDeviceManager.DeviceInformation);
            console.WriteLine(GraphicsDeviceManager.DeviceStatistics);
            console.WriteLine(gameTime.FramesPerSecond.ToString(".00", CultureInfo.CurrentCulture));
            
            console.End();
 
            Device.EndScene();
        }
    }
}

                                  
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Asked On
2009-06-14 at 14:21:44ID24490751
Tags

SlimDX

,

DirectX 9

,

Direct3D9

,

3D

,

Picking

,

Worldspace

,

Screenspace

,

DirectX SDK (March 2009)

Topics

DirectX Graphics & Game Programming

,

Game Programming

,

3D Game Programming

Participating Experts
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Comments
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Answers

 

by: Astynax777Posted on 2009-06-14 at 14:25:53ID: 24625242

Here is the Card source.  

using System;
using System.Drawing;
using System.Collections.Generic;
using System.Text;
 
using SampleFramework;
using SlimDX;
using SlimDX.Direct3D9;
 
namespace CSSlimDX 
{
    class Card : IDisposable, IGameComponent
    {
        public Vector3 position, selectedPosition;
        public Texture texture;
        public BoundingBox box;
        public bool selected = false;
 
        public bool locked = false;
 
        public Matrix worldMatrix
        {
            get;
            set;
        }
        
        private Device _theDevice;
        public Size size = new Size(10, 10);
 
        static CustomVertex[] BuildVertexData()
        {
            return new CustomVertex[6] {
                new CustomVertex(new Vector3(-1.0f, -1.5f, 0.0f), Color.White.ToArgb(), new Vector2(0f, 1f)), 
                new CustomVertex(new Vector3(-1.0f, 1.5f, 0.0f), Color.White.ToArgb(), new Vector2(0f, 0f)), 
                new CustomVertex(new Vector3(1.0f, -1.5f, 0.0f), Color.White.ToArgb(), new Vector2(1f, 1f)), 
                new CustomVertex(new Vector3(1.0f, -1.5f, 0.0f), Color.White.ToArgb(), new Vector2(1f, 1f)), 
                new CustomVertex(new Vector3(-1.0f, 1.5f, 0.0f), Color.White.ToArgb(), new Vector2(0f, 0f)),
                new CustomVertex(new Vector3(1.0f, 1.5f, 0.0f), Color.White.ToArgb(), new Vector2(1f, 0f)) };
        }
 
        private VertexBuffer _cardVertices;
        public VertexBuffer CardVertices
        {
            get
            {
                return _cardVertices;
            }
        }
 
        public Camera camera
        {
            get;
            set;
        }
            
        public Card(Device theDevice, CardList card)
        {
            _theDevice = theDevice;
 
            _cardVertices = new VertexBuffer(theDevice, 6 * CustomVertex.SizeInBytes, Usage.WriteOnly, CustomVertex.Format, Pool.Managed);
            DataStream stream = _cardVertices.Lock(0, 0, LockFlags.None);
            stream.WriteRange(BuildVertexData());
            _cardVertices.Unlock();
            box = new BoundingBox();
 
            string filename = "images/" + card.ToString() + ".png";
            
            position = new Vector3(0, 0, 0);
            selectedPosition = new Vector3(0, 0, 0);
 
            texture = Texture.FromFile(theDevice, filename);
            
            box.Minimum += new Vector3(-1f, -1.5f, 0f);
            box.Maximum += new Vector3(1f, 1.5f, 0f);
 
            worldMatrix = Matrix.Identity;
        }
 
        public void OnResetDevice()
        {
            
        }
 
        public void OnLostDevice()
        {
            
        }
 
        public void Dispose()
        {
            _cardVertices.Dispose();
            _cardVertices = null;
            texture.Dispose();
            texture = null;
        }
 
        public void Update(GameTime gameTime)
        {
            // Raise them up 10 units if selected or locked
            if ((selected || locked) && selectedPosition.Y < position.Y + 10)
            {
                selectedPosition.Y += 40 * gameTime.ElapsedGameTime;
            }
            else if(!selected && !locked && selectedPosition.Y > position.Y)
            {
                selectedPosition.Y -= 40 * gameTime.ElapsedGameTime;
            }
 
            worldMatrix = Matrix.Multiply(Matrix.Identity, Matrix.Scaling(size.Width, size.Height, 1f));
            worldMatrix = Matrix.Multiply(worldMatrix, Matrix.Translation(selectedPosition));
        }
 
        public void Draw()
        {
            _theDevice.SetTransform(TransformState.World, worldMatrix);
 
            if (selected)
            {
                _theDevice.SetRenderState(RenderState.Lighting, false);
            }
            _theDevice.SetTextureStageState(0, TextureStage.AlphaOperation, TextureOperation.SelectArg1);
            _theDevice.SetTextureStageState(0, TextureStage.AlphaArg1, TextureArgument.Texture);
            
            _theDevice.SetRenderState(RenderState.SourceBlend, Blend.SourceAlpha);
            _theDevice.SetRenderState(RenderState.DestinationBlend, Blend.InverseSourceAlpha);
            _theDevice.SetRenderState(RenderState.AlphaBlendEnable, true);
            
            _theDevice.SetTexture(0, texture);
 
            
            _theDevice.SetStreamSource(0, _cardVertices, 0, CustomVertex.SizeInBytes);
            _theDevice.VertexFormat = CustomVertex.Format;
            _theDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);
 
            _theDevice.SetRenderState(RenderState.Lighting, true);
        }
    }
}
                                              
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by: Astynax777Posted on 2009-06-14 at 16:18:47ID: 24625542

I ended up solving my on problem.  When calculating the ray... I need to subtract the position from direction and then normalize the direction.  That gives me the correct ray.


                position = Vector3.Unproject(near, this.Device.Viewport, camera.ProjectionMatrix, camera.ViewMatrix, cards[i].worldMatrix);
                direction = Vector3.Unproject(far, this.Device.Viewport, camera.ProjectionMatrix, camera.ViewMatrix, cards[i].worldMatrix);
 
                // Solution
                direction -= position;
                direction.Normalize();
                
                transformedRay = new Ray(position, direction);

                                              
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