D3DXIntersect
Determines if a ray intersects with a mesh.
HRESULT D3DXIntersect(
LPD3DXBASEMESH pMesh,
CONST D3DXVECTOR3* pRayPos,
CONST D3DXVECTOR3* pRayDir,
BOOL* pHit,
DWORD* pFaceIndex,
FLOAT* pU,
FLOAT* pV,
FLOAT* pDist
);
Parameters
- pMesh
- [in] Pointer to an ID3DXBaseMesh interface, representing the mesh to be tested.
- pRayPos
- [in] Pointer to a D3DXVECTOR3 structure, specifying the origin coordinate of the ray.
- pRayDir
- [in] Pointer to a D3DXVECTOR3 structure, specifying the direction of the ray.
- pHit
- [out] Pointer to a BOOL. If the ray intersects a triangular face on the mesh, this value will be set to TRUE. Otherwise, this value is set to FALSE.
- pFaceIndex
- [out] Pointer to an index value of the face closest to the ray origin, if pHit is TRUE.
- pU
- [out] Pointer to a Barycentric hit coordinate.
- pV
- [out] Pointer to a Barycentric hit coordinate.
- pDist
- [out] Pointer to a ray intersection parameter distance.
Return Values
If the function succeeds, the return value is D3D_OK.
If the function fails, the return value can be E_OUTOFMEMORY.
Header: Declared in D3dx8mesh.h.
Import Library: Use D3dx8.lib.