问题描述
我开发了一个像minecraft这样的小游戏。并且我卡住了几天计算光标的方向。
让我解释一下。
我想要定位一个多维数据集,我的光标在屏幕的中间,使它消失,点击。但我没有看到任何如何恢复这些信息..
有人可以指点我的样本/教程或解释吗?
非常感谢。
I developped a small games like "minecraft". and I'm stuck for a few days on the calculation of the direction of the cursor.Let me explain.I would like to target a cube with my cursor in the middle of the screen and make it disappear with a click. But I do not see any how to recover this information ..Can someone point me to a "sample / tutorial" or explanation please?Thank you very much.
我的萤幕画面游戏:
My screenShoot picture game :
推荐答案
我在我的3D XNA游戏,它的工作。评论是相当解释。基本上它从你的游标位置直接投射 Ray
,并检查它是否 Intersects()
任何地图的边界对象(在这种情况下为 Unit
)
I take no credit for most of this--it's what I used in my 3D XNA game and it worked. The comments are fairly explanative. Basically it projects a Ray
straight from your cursor position and checks to see if it Intersects()
the boundingsphere of any map objects (Unit
s in this case)
/// <summary>
/// Creates a Ray translating screen cursor position into screen position
/// </summary>
/// <param name="projectionMatrix"></param>
/// <param name="viewMatrix"></param>
/// <returns></returns>
public Ray CalculateCursorRay(Matrix projectionMatrix, Matrix viewMatrix)
{
// create 2 positions in screenspace using the cursor position. 0 is as
// close as possible to the camera, 1 is as far away as possible.
Vector3 nearSource = new Vector3(mousePosition, 0f);
Vector3 farSource = new Vector3(mousePosition, 1f);
// use Viewport.Unproject to tell what those two screen space positions
// would be in world space. we'll need the projection matrix and view
// matrix, which we have saved as member variables. We also need a world
// matrix, which can just be identity.
Vector3 nearPoint = GraphicsDevice.Viewport.Unproject(nearSource,
projectionMatrix, viewMatrix, Matrix.Identity);
Vector3 farPoint = GraphicsDevice.Viewport.Unproject(farSource,
projectionMatrix, viewMatrix, Matrix.Identity);
// find the direction vector that goes from the nearPoint to the farPoint
// and normalize it....
Vector3 direction = farPoint - nearPoint;
direction.Normalize();
// and then create a new ray using nearPoint as the source.
return new Ray(nearPoint, direction);
}
private Vector3 cursorRayToCoords(Ray ray, Vector3 cameraPos)
{
Nullable<float> distance = ray.Intersects(new Plane(Vector3.Up, 0.0f));
if (distance == null)
return Vector3.Zero;
else
{
return cameraPos + ray.Direction * (float)distance;
}
}
public override void Update(GameTime gameTime)
{
cursorRay = CalculateCursorRay(camera.Projection, camera.View);
cursorOnMapPos = cursorRayToCoords(cursorRay, cursorRay.Position);
checkInput(gameTime);
base.Update(gameTime);
}
/// <summary>
/// Returns the nearest unit to the cursor
/// </summary>
/// <returns>The unit nearest to the cursor</returns>
private Unit getCursorUnit()
{
Unit closestUnit = null;
float? nearestDistance = null;
float? checkIntersect = null;
foreach (Unit unit in map.Units)//checks to see if unit selection
{
checkIntersect = cursorRay.Intersects(unit.BoundingSphere);
if (checkIntersect != null)//if intersection detected
{
if (nearestDistance == null) //first unit found
{
closestUnit = unit;
nearestDistance = (float)checkIntersect;
}
else if ((float)checkIntersect < (float)nearestDistance)//for any others, only find the nearest
{
closestUnit = unit;
nearestDistance = (float)checkIntersect;
}
}
}
return closestUnit;
}
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