看了很多朋友問怎么用一個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,那么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, 然后從一個3D物體拿到碰撞盒后調用intersects 就可以了。
:
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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