LibGDX:检测光线在何处撞击3D对象 [英] LibGDX : Detecting where a Ray hits a 3D object
问题描述
我正在LibGDX中构建3D游戏,我使用以下代码来计算是否碰到物体,但是如何找出碰撞的点.我没有使用Bullet,因为我想建立HTML5端口
I am building a 3D game in LibGDX, I have used the following code to work out if I touch a object, but how do I find out at what point it collides. I am not using Bullet as I want to make a HTML5 port
public int getObject (int screenX, int screenY) {
int result = -1;
float distance = -1;
Ray ray = camera.getPickRay(screenX, screenY);
Vector3 pos = new Vector3(camera.position);
for (int i = 0; i < boxInstance.size; i++) {
GameObject instance = boxInstance.get(i);
instance.transform.getTranslation(pos);
float dist2 = ray.origin.dst2(pos);
if (distance >= 0f && dist2 > distance) continue;
if (Intersector.intersectRayBoundsFast(ray, pos, instance.dimensions)) {
result = i;
distance = dist2;
Vector3 v = new Vector3();
if (Intersector.intersectRayBounds(ray, instance.bounds, v))
{
boxInstance.get(result).materials.get(0).set(ColorAttribute.createDiffuse(Color.RED));
}
}
}
if (result > -1)
{
//boxInstance.removeIndex(result);
}
return 1;
};
我需要这个的原因是,如果我触摸大平面,我希望能够将要触摸的物体平面化.
The reason I need this is if I touch a large plane, I want to be able to plane a object where I touch.
更新 我发现intersectRayBounds应该可以执行我想要的操作,但是它永远不会触发
Update I found intersectRayBounds which should do what I want but it never fires
这是我的GameObject类.也许我的BoundingBox是错的?
Here is my GameObject class. Maybe my BoundingBox is wrong?
public class GameObject extends ModelInstance {
public final Vector3 center = new Vector3();
public final Vector3 dimensions = new Vector3();
public static BoundingBox bounds = new BoundingBox();
public GameObject (Model model, float x, float y, float z) {
super(model, x,y,z);
calculateBoundingBox(bounds);
bounds.getCenter(center);
bounds.getDimensions(dimensions);
}
}
推荐答案
我不确定为什么会解决此问题,但似乎您每次都必须计算边界框.参见下面的代码.
I am not sure why this is the fix but it appears you have to compute the Bounding box everytime. See code below.
public int getObject (int screenX, int screenY) {
int result = -1;
float distance = -1;
Ray ray = camera.getPickRay(screenX, screenY);
Vector3 pos = new Vector3(camera.position);
for (int i = 0; i < boxInstance.size; i++) {
GameObject instance = boxInstance.get(i);
instance.transform.getTranslation(pos);
instance.updateBox();
float dist2 = ray.origin.dst2(pos);
if (distance >= 0f && dist2 > distance) continue;
Vector3 v = new Vector3();
if (Intersector.intersectRayBounds(ray, instance.bounds, v))
{
result = i;
distance = dist2;
Gdx.app.log("MyTag 2", "x " + v.x + " z " + v.z);
}
}
if (result > -1)
{
boxInstance.get(result).materials.get(0).set(ColorAttribute.createDiffuse(Color.RED));
}
return 1;
};
public class GameObject extends ModelInstance {
public final Vector3 center = new Vector3();
public final Vector3 dimensions = new Vector3();
public static BoundingBox bounds = new BoundingBox();
private float x,y,z;
public GameObject (Model model, float x, float y, float z) {
super(model, x, y, z);
this.x = x;
this.y = y;
this.z = z;
updateBox();
}
public void updateBox()
{
calculateBoundingBox(bounds);
bounds.getCenter(center);
bounds.getDimensions(dimensions);
bounds.set(bounds.min.add(x,y,z), bounds.max.add(x,y,z));
Gdx.app.log("MyTag 2", "x " + bounds.min + " z " + bounds.max );
}
}
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