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所以,我正在嘗試開發一款3d乒乓球遊戲,而我在碰撞球與桌子時遇到了問題。我對球的邊界框和邊界框有一個界限,但是交叉點並不準確,我猜測邊界框是不正確的,因爲碰撞球和球拍是很好的。三維邊界盒邊框xna
我試圖顯示邊界框,以便更容易看到錯誤在哪裏,但我似乎無法實現我用我的代碼找到的教程,或者只是不知道如何。而且,我正確地創建了AABB,因爲我的桌子沒有移動?如果任何人都可以提供幫助,我們將不勝感激,或者如果有人能夠提出更好的方法來將球與盒子碰撞(如果有的話),謝謝。我粘貼了邊界框檢測,以及球體和框之間的碰撞。如果需要更多的代碼,我會發布它。謝謝
private bool Ball_Table(Model model1, Matrix world1)
{
for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++)
{
BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere;
sphere1 = sphere1.Transform(world1);
if(table_box.Intersects(sphere1))
return true;
}
return false;
}
。
protected BoundingBox UpdateBoundingBox(Model model, Matrix worldTransform)
{
// Initialize minimum and maximum corners of the bounding box to max and min values
Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
// For each mesh of the model
foreach (ModelMesh mesh in model.Meshes)
{
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
// Vertex buffer parameters
int vertexStride = meshPart.VertexBuffer.VertexDeclaration.VertexStride;
int vertexBufferSize = meshPart.NumVertices * vertexStride;
// Get vertex data as float
float[] vertexData = new float[vertexBufferSize/sizeof(float)];
meshPart.VertexBuffer.GetData<float>(vertexData);
// Iterate through vertices (possibly) growing bounding box, all calculations are done in world space
for (int i = 0; i < vertexBufferSize/sizeof(float); i += vertexStride/sizeof(float))
{
Vector3 transformedPosition = Vector3.Transform(new Vector3(vertexData[i], vertexData[i + 1], vertexData[i + 2]), worldTransform);
min = Vector3.Min(min, transformedPosition);
max = Vector3.Max(max, transformedPosition);
}
}
}
// Create and return bounding box
table_box = new BoundingBox(min, max);
return table_box;
}
嘿,我發現出了概率,我的邊界框函數給了我錯誤的答案。我得到了你的說法,實際上我創建了一個從upperleftcorner到lowerrightcorner的簡單邊界框,並移除了該功能,並簡單地檢查球是否與其碰撞。謝謝回答 :) – 2012-03-05 22:02:42