cocos 射線檢測 3D物體 (Sprite3D點擊)
阿新 • • 發佈:2017-07-20
get director 轉化 cocos hello dir 調用 true 得到
看了很多朋友問怎麽用一個3D物體做一個按鈕,而且網上好像還真比較難找到答案, 今天翻了一下cocos源碼發現Ray 已經封裝了intersects函數,那麽剩下的工作其實很簡單了, 從屏幕的一個point 轉化為 一條射線, 然後從一個3D物體拿到碰撞盒後調用intersects 就可以了。
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void HelloWorld::onEnter(){ Scene::onEnter(); //添加一只3D的烏龜在場景, 作為一個按鈕 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();//創建一個觸摸監聽 listener1->setSwallowTouches(true);//設置是否想下傳遞觸摸 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);//遠平面 camera->unprojectGL(winSize, &nearP, &nearP);//反投影 camera->unprojectGL(winSize, &farP, &farP); auto dir = farP - nearP;//得到射線方向 dir.normalize();//歸一化向量 auto ray = Ray(nearP, dir);//從近平面射出的一條射線 auto aabb = orc->getAABB();//獲取3D物體的AABB碰撞盒 if(ray.intersects(aabb)){//射線是否命中該包圍盒 CCLOG("on hit!!!!"); } return false; }; listener1->onTouchBegan = ccTouchCallback; this->getEventDispatcher()->addEventListenerWithSceneGraphPriority(listener1, this); }
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cocos 射線檢測 3D物體 (Sprite3D點擊)