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How to pick a 3D object using raycasting in C++

  • In the journey of developing a 3D viewer in C++, the focus shifted to making object selection user-friendly by implementing raycasting for picking objects.
  • The process involves detecting mouse click input, converting 2D mouse position to the 3D world, and determining the ray direction based on camera position.
  • Intersecting the ray with bounding boxes of entities involves utilizing a struct to encapsulate intersection logic and performing intersection tests.
  • The work involves methods like EditorRaycast for intersection tests and transforming the ray from world space to local space of entities for accurate collision detection.
  • The bounding box of entities is described with two 3D vectors and models initialize their bounding box during the initialization phase.
  • RayAABoxIntersection method effectively checks for intersections between the ray and bounding box, providing data in the HitInfo struct.
  • The process overview involves looping through entities, projecting rays, checking intersections, and outlining the steps to achieve object selection using ray/bounding box intersection.
  • The article concludes by discussing the pros and cons of using bounding boxes for object picking, highlighting solutions and offering assistance in game/3D development.
  • This article aims to aid in understanding the process of raycasting for object selection and encourages engagement through comments and GitHub project exploration.
  • For further clarification or inquiries, the author welcomes contact and wishes the readers a productive day.

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