所以,我正在尝试开发一款3D乒乓球比赛,而且我在将球与桌子碰撞方面遇到了问题。我有一个用于桌子的球和边界框的边界球体,但是交叉点并不准确,我猜测边界框是不正确的,因为球与球拍碰撞是好的。
我试图显示边界框,以便更容易看到错误的位置,但我似乎无法实现我在代码中找到的教程,或者只是不要&#39不知道怎么做。而且,由于我的桌子不动,我是否正确创建了AABB?如果有人可以提供帮助,我们将非常感激,或者如果有人能提出更好的方法来将球与盒子碰撞(如果有的话),谢谢。我粘贴了我的边界框检测,以及球体和盒子之间的碰撞。如果需要更多代码,我会发布它。感谢
private bool Ball_Table(Model model1, Matrix world1)
{
for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++)
{
BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere;
sphere1 = sphere1.Transform(world1);
if(table_box.Intersects(sphere1))
return true;
}
return false;
}
protected BoundingBox UpdateBoundingBox(Model model, Matrix worldTransform)
{
// Initialize minimum and maximum corners of the bounding box to max and min values
Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
// For each mesh of the model
foreach (ModelMesh mesh in model.Meshes)
{
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
// Vertex buffer parameters
int vertexStride = meshPart.VertexBuffer.VertexDeclaration.VertexStride;
int vertexBufferSize = meshPart.NumVertices * vertexStride;
// Get vertex data as float
float[] vertexData = new float[vertexBufferSize / sizeof(float)];
meshPart.VertexBuffer.GetData<float>(vertexData);
// Iterate through vertices (possibly) growing bounding box, all calculations are done in world space
for (int i = 0; i < vertexBufferSize / sizeof(float); i += vertexStride / sizeof(float))
{
Vector3 transformedPosition = Vector3.Transform(new Vector3(vertexData[i], vertexData[i + 1], vertexData[i + 2]), worldTransform);
min = Vector3.Min(min, transformedPosition);
max = Vector3.Max(max, transformedPosition);
}
}
}
// Create and return bounding box
table_box = new BoundingBox(min, max);
return table_box;
}
答案 0 :(得分:0)
我认为你过于复杂。这是我的想法:
class Ball
{
public Vector3 Position;
public float Radius;
// ...
}
class Table
{
public Vector3 Position;
public SizeF Size;
// ...
public bool CheckForCollision(Ball ball)
{
Vector3 upperLeftCorner = new Vector3(
this.Position.X - this.Size.Width,
this.Position.Y,
this.Position.Z - this.Size.Heigth),
lowerRightCorner = new Vector3(
this.Position.X + this.Size.Width,
this.Position.Y,
this.Position.Z + this.Size.Height);
if(ball.Position.X < upperLeftCorner.X ||
ball.Position.X > lowerRightCorner.X)
{
return false;
}
if(ball.Position.Z < upperLeftCorner.Z ||
ball.Position.Z > lowerRightCorner.Z)
{
return false;
}
if(ball.Position.Y - ball.Radius > this.Position.Y)
{
return false;
}
return true;
}
}
自从我上次使用XNA以来已经有一段时间了,所以我可能搞砸了 坐标,但这就是我的意思:
origin
+----> X, Width
|
| upperLeftCorner
| +----------------+
v | |
| |
y, | |
height | |
| |
| + |
| table.position |
| |
| |
| |
| |
+----------------+
lowerRightCorner