标签:touch 方向 log his isp scene == cpp 函数
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。
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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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标签:touch 方向 log his isp scene == cpp 函数
原文地址:http://www.cnblogs.com/CodeerHome/p/7212635.html