标签:directx direct3d 游戏编程 游戏开发 包围体
函数D3DXComputeBoundingSphere和D3DXComputeBoundingBox分别计算出一个物体的外接球和外接体;使用D3DXComputeBoundingSphere和D3DXComputeBoundingBox计算Mesh对象的边界;边界范围接近对象真实的边界,可加速碰撞检测等计算。
函数原型如下; HRESULT WINAPI D3DXComputeBoundingSphere( const D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pCenter, FLOAT *pRadius ); HRESULT WINAPI D3DXComputeBoundingBox( const D3DXVECTOR3 *pFirstPosition, DWORD NumVertices, DWORD dwStride, D3DXVECTOR3 *pMin, D3DXVECTOR3 *pMax );
包围体: struct BoundingBox { BoundingBox(); bool isPointInside(D3DXVECTOR3& p); D3DXVECTOR3 _min; D3DXVECTOR3 _max; }; struct BoundingSphere { BoundingSphere(); D3DXVECTOR3 _center; float _radius; };
D3DXComputeBoundingSphere和D3DXComputeBoundingBox
标签:directx direct3d 游戏编程 游戏开发 包围体
原文地址:http://blog.csdn.net/a809146548/article/details/43910867