使用 libgdx 实际上很容易实现您想要做的事情。以下是我用来进行光线测试并找到我的光线会击中的最近碰撞对象的内容。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点击事件做出反应的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 负责创建拣货Ray。您应该在此处使用视口来管理您用来渲染世界的PerspectiveCamera。不要忘记通过Gdx.input.setInputProcessor(new BulletInputProcessor(collisionWorld, viewport))注册输入处理器。