我正在構建一個LWJGL程序,測試它是否在攝像頭前方。我認爲它正在工作,但我得到了很多不同的數字。我認爲這是因爲飛機永遠持續下去,而且它們不是有限的廣場。我會做什麼來解決這個問題? (我也注意到,我的代碼是相當緩慢,這可能是造成這???)這個光線投射算法是否正確?這是測試線/射線和立方體相交的正確方法嗎?
這裏是我的路口代碼:
public static float getCubeInteresection(Cube b, Vector3f camera, Vector3f lookat)
{
Vector3f l = b.Location;
float boxs = 0.5f;
Plane3f[] bplanes = Plane3f.getBoxDefaults(l, boxs);
Vector3f result = null;
for (int t = 0; t < bplanes.length; t++)
{
Vector3f raytrace = getIntersection(camera, lookat,bplanes[t].Point0,bplanes[t].Point1,bplanes[t].Point2);
if (raytrace != null)
{
result = raytrace;
break;
}
}
if (result == null)
return -1.0f; //not hit, waste of time... lol
float x = (float) Math.pow(result.x - camera.x, 2);
float y = (float) Math.pow(result.y - camera.y, 2);
float z = (float) Math.pow(result.z - camera.z, 2);
float dist = (float) Math.sqrt(x + y + z);
return dist;
}
private static Vector3f getIntersection(Vector3f line12, Vector3f line22,Vector3f plane12, Vector3f plane22, Vector3f plane32)
{
javax.vecmath.Vector3f plane1 = new javax.vecmath.Vector3f(plane12.x,plane12.y,plane12.z);
javax.vecmath.Vector3f plane2 = new javax.vecmath.Vector3f(plane22.x,plane22.y,plane22.z);
javax.vecmath.Vector3f plane3 = new javax.vecmath.Vector3f(plane32.x,plane32.y,plane32.z);
javax.vecmath.Vector3f line1 = new javax.vecmath.Vector3f(line12.x,line12.y,line12.z);
javax.vecmath.Vector3f line2 = new javax.vecmath.Vector3f(line22.x,line22.y,line22.z);
javax.vecmath.Vector3f p1 = new javax.vecmath.Vector3f(plane1);
javax.vecmath.Vector3f p2 = new javax.vecmath.Vector3f(plane2);
javax.vecmath.Vector3f p3 = new javax.vecmath.Vector3f(plane3);
javax.vecmath.Vector3f p2minusp1 = new javax.vecmath.Vector3f(p2);
p2minusp1.sub(p1);
javax.vecmath.Vector3f p3minusp1 = new javax.vecmath.Vector3f(p3);
p3minusp1.sub(p1);
javax.vecmath.Vector3f normal = new javax.vecmath.Vector3f();
normal.cross(p2minusp1, p3minusp1);
double d = -p1.dot(normal);
javax.vecmath.Vector3f i1 = new javax.vecmath.Vector3f(line1);
javax.vecmath.Vector3f direction = new javax.vecmath.Vector3f(line1);
direction.sub(line2);
double dot = direction.dot(normal);
if (dot == 0) return null;
double t = (-d - i1.dot(normal))/(dot);
javax.vecmath.Vector3f intersection = new javax.vecmath.Vector3f(line1);
javax.vecmath.Vector3f scaledDirection = new javax.vecmath.Vector3f(direction);
float scalent = (float)t;
scaledDirection.scale(scalent);
intersection.add(scaledDirection);
javax.vecmath.Vector3f intersectionPoint = new javax.vecmath.Vector3f(intersection);
return new Vector3f(intersectionPoint.x,intersectionPoint.y,intersectionPoint.z);
}
這裏是我的立方體代碼:
import org.lwjgl.util.vector.Vector3f;
public class Plane3f
{
public Vector3f Point0;
public Vector3f Point1;
public Vector3f Point2;
public Plane3f(Vector3f p0, Vector3f p1, Vector3f p2)
{
Point0 = p0;
Point1 = p1;
Point2 = p2;
}
public static Plane3f[] getBoxDefaults(Vector3f l, float boxs)
{
Plane3f[] plane = new Plane3f[24];
Vector3f p0p0 = new Vector3f(-boxs + l.x, -boxs + l.y, boxs + l.z);
Vector3f p0p1 = new Vector3f(boxs + l.x, -boxs + l.y, boxs + l.z);
Vector3f p0p2 = new Vector3f(boxs + l.x, boxs + l.y, boxs + l.z);
//Vector3f p0p3 = new Vector3f(-boxs + l.x, boxs + l.y, boxs + l.z);
Plane3f p0 = new Plane3f(p0p0, p0p1, p0p2);
Vector3f p1p0 = new Vector3f(-boxs + l.x, -boxs + l.y, -boxs + l.z);
Vector3f p1p1 = new Vector3f(-boxs + l.x, boxs + l.y, -boxs + l.z);
Vector3f p1p2 = new Vector3f(boxs + l.x, boxs + l.y, -boxs + l.z);
//Vector3f p1p3 = new Vector3f(boxs + l.x, -boxs + l.y, -boxs + l.z);
Plane3f p1 = new Plane3f(p1p0, p1p1, p1p2);
Vector3f p2p0 = new Vector3f(-boxs + l.x, boxs + l.y, -boxs + l.z);
Vector3f p2p1 = new Vector3f(-boxs + l.x, boxs + l.y, boxs + l.z);
Vector3f p2p2 = new Vector3f(boxs + l.x, boxs + l.y, boxs + l.z);
//Vector3f p2p3 = new Vector3f(boxs + l.x, boxs + l.y, -boxs + l.z);
Plane3f p2 = new Plane3f(p2p0, p2p1, p2p2);
Vector3f p3p0 = new Vector3f(-boxs + l.x, -boxs + l.y, -boxs + l.z);
Vector3f p3p1 = new Vector3f(boxs + l.x, -boxs + l.y, -boxs + l.z);
Vector3f p3p2 = new Vector3f(boxs + l.x, -boxs + l.y, boxs + l.z);
Plane3f p3 = new Plane3f(p3p0, p3p1, p3p2);
Vector3f p4p0 = new Vector3f(boxs + l.x, -boxs + l.y, -boxs + l.z);
Vector3f p4p1 = new Vector3f(boxs + l.x, boxs + l.y, -boxs + l.z);
Vector3f p4p2 = new Vector3f(boxs + l.x, boxs + l.y, boxs + l.z);
Plane3f p4 = new Plane3f(p4p0, p4p1, p4p2);
Vector3f p5p0 = new Vector3f(-boxs + l.x, -boxs + l.y, -boxs + l.z);
Vector3f p5p1 = new Vector3f(-boxs + l.x, -boxs + l.y, boxs + l.z);
Vector3f p5p2 = new Vector3f(-boxs + l.x, boxs + l.y, boxs + l.z);
Plane3f p5 = new Plane3f(p5p0, p5p1, p5p2);
plane[0] = p0;
plane[1] = p1;
plane[2] = p2;
plane[3] = p3;
plane[4] = p4;
plane[5] = p5;
return plane;
}
控制檯的輸出:
攝像機:(0.0,0.0,6.0)注視(行尾):(124.33239,274.9127,-1000.5496)距離(從 「getBlockInteresection」 返回):2.6099026立方體的位置:6 ,7,8
你是什麼意思的「我得到很多不同的數字」?您的輸出僅顯示一個交叉點。 – NickLH
對不起,我的意思是每次場景更新時,我都會得到不同的數字(數字意思是從getBlockIntersection返回的距離),我正在移動相機的lookat,但實際位置仍然固定。 – seesharper
你的相機和lookat變量都被傳遞給你的十字路口代碼,所以如果你改變其中任何一個,你就會得到不同的數字。 – NickLH