我正在LibGDX中构建一个3D游戏,如果我触摸一个对象,我已经使用了下面的代码,但是如何找出它碰撞的位置。我没有使用Bullet,因为我想制作一个HTML5端口
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,如果我触摸一个大平面,我希望能够触摸我触摸的物体。
更新 我发现intersectRayBounds应该做我想要的但它永远不会触发
这是我的GameObject类。也许我的BoundingBox错了?
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);
}
}
答案 0 :(得分:0)
我不确定为什么这是修复,但似乎你必须每次都计算边界框。请参阅下面的代码。
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 );
}
}