cocos 射线检测 3D物体 (Sprite3D点击)

看了很多朋友问怎么用一个3D物体做一个按钮,而且网上好像还真比较难找到答案, 今天翻了一下cocos源码发现Ray 已经封装了intersects函数,那么剩下的工作其实很简单了, 从屏幕的一个point 转化为 一条射线, 然后从一个3D物体拿到碰撞盒后调用intersects 就可以了。

 

void HelloWorld::onEnter(){
    Scene::onEnter();
    
    //添加一只3D的乌龟在场景, 作为一个按钮
    auto orc = cocos2d::Sprite3D::create("tortoise.c3b");
    orc->setScale(0.05);
    orc->setPositionNormalized(Vec2(.5f,.3f));
    //orc->setPositionZ(40);
    orc->setRotation3D(Vec3(0,180,0));
    orc->setPosition3D(Vec3(-100, 0, -140));
    orc->setGlobalZOrder(-1);
    this->addChild(orc);
    
    
    auto listener1 = EventListenerTouchOneByOne::create();//创建一个触摸监听
    listener1->setSwallowTouches(true);//设置是否想下传递触摸
    cocos2d::EventListenerTouchOneByOne::ccTouchBeganCallback ccTouchCallback = [this, orc] (Touch* touch, Event* event)->bool{
        auto point = touch->getLocation();
        
        
        //窗口大小
        auto winSize = Director::getInstance()->getWinSize();
        auto camera = this->getDefaultCamera();
        if(nullptr == camera){
            return false;
        }
        
        auto nearP = Vec3(point.x, point.y, 0.0f);//近平面
        auto farP = Vec3(point.x, point.y, 1.0f);//远平面
        
        camera->unprojectGL(winSize, &nearP, &nearP);//反投影
        camera->unprojectGL(winSize, &farP, &farP);
        
        auto dir = farP - nearP;//得到射线方向
        dir.normalize();//归一化向量
        auto ray = Ray(nearP, dir);//从近平面射出的一条射线
        
        auto aabb = orc->getAABB();//获取3D物体的AABB碰撞盒
        if(ray.intersects(aabb)){//射线是否命中该包围盒
            CCLOG("on hit!!!!");
        }
        
        
        return false;
    };
    
    listener1->onTouchBegan = ccTouchCallback;
    
    this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener1, this);

    
    
}

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posted @ 2017-07-20 18:02  some day  阅读(2260)  评论(0编辑  收藏  举报