好的,我已经尝试了相当长的一段时间,在libgdx中进行光线投射,根据我正在寻找的位置进行3d碰撞检测。但是我画了一片空白,似乎没有任何文档。有没有人能把我送到正确的方向?
发布于 2014-07-28 13:45:26
实际上,使用libgdx可以很容易地实现您想要做的事情。下面是我用来做光线测试,找出我的光线会撞到的最近的碰撞物体。让我们假设它位于一个名为BulletUtil
的类中。
private static final Vector3 rayFrom = new Vector3();
private static final Vector3 rayTo = new Vector3();
private static final ClosestRayResultCallback callback = new ClosestRayResultCallback(rayFrom, rayTo);
public static btCollisionObject rayTest(btCollisionWorld collisionWorld, Ray ray) {
rayFrom.set(ray.origin);
// 50 meters max from the origin
rayTo.set(ray.direction).scl(50f).add(rayFrom);
// we reuse the ClosestRayResultCallback, thus we need to reset its
// values
callback.setCollisionObject(null);
callback.setClosestHitFraction(1f);
callback.getRayFromWorld().setValue(rayFrom.x, rayFrom.y, rayFrom.z);
callback.getRayToWorld().setValue(rayTo.x, rayTo.y, rayTo.z);
collisionWorld.rayTest(rayFrom, rayTo, callback);
if (callback.hasHit()) {
return callback.getCollisionObject();
}
return null;
}
现在,您还需要一个对单击事件做出反应的InputProcessor
。
public class BulletInputProcessor extends InputAdapter {
private Viewport pickingViewport;
private btCollisionWorld collisionWorld;
// a constructor which takes a Viewport and the collision world and stores them
public BulletInputProcessor(...) { ... }
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
if (button == Input.Buttons.LEFT) {
Ray pickRay = pickingViewport.getPickRay(screenX, screenY);
btCollisionObject body = BulletUtil.rayTest(collisionWorld, pickRay);
if (body != null) {
// do whatever you want with this body now
return true;
}
}
return false;
}
}
Viewport
负责创建挑库Ray
。您应该在此处使用视口,该视口管理用于渲染世界的PerspectiveCamera
。不要忘记通过Gdx.input.setInputProcessor(new BulletInputProcessor(collisionWorld, viewport))
注册输入处理器。
发布于 2015-12-23 19:09:35
@noone在你的代码中,有两行代码对我不起作用。可能会被弃用?
callback.getRayFromWorld().setValue(rayFrom.x, rayFrom.y, rayFrom.z);
callback.getRayToWorld().setValue(rayTo.x, rayTo.y, rayTo.z);
我已将它们更改为
Vector3 rayFromWorld = new Vector3();
rayFromWorld.set(rayFrom.x, rayFrom.y, rayFrom.z);
Vector3 rayToWorld = new Vector3();
rayToWorld.set(rayTo.x, rayTo.y, rayTo.z);
这使得整个函数工作起来像一个护身符。
我发现的另一件事是,你必须激活body (由该函数返回)才能对其施加力。大多数僵硬的身体在一段时间后被设置为睡眠,ClosestRayResultCallback不会唤醒它们。
btCollisionObject target = CollisionUtils.rayTest(dynamicsWorld, ray);
//test for collisionflags and stuff here
//and if your target is instance of btRigidBody
btRigidBody body = (btRigidBody)target;
body.activate();
body.applyCentralForce(ray.direction.scl(50000));
https://stackoverflow.com/questions/24988852
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