遊戲建模之邊界盒

遊戲建模之邊界盒

邊界球』雖然可解卻大部3D模型『碰撞測試』問題.單若3D模型是長條形則不適合如『牆體』『長劍』.『軸對齊坐標邊界盒』axis-aligned bounding box(AABB)引入則可解決這類問題.每個『邊界盒』均由3D模型『中心點』與『最遠點』、『最近點』所組成.通過遍歷每個3D模型頂點找出XYZ三軸上最遠頂點.定義3D邊界盒:

typedef struct AABB_TYP {

VECTOR3D center;// 中心點

VECTOR3D far;// 最遠

VECTOR3D near;// 最近

}AABB, *AABB_PTR;

 

『3D模型』最遠點與最近點可遍歷所有3D模型頂點獲得:

1.最遠點與最近點清零

VECTOR3D far = {0,0,0};// 最遠點

VECTOR3D near = {0,0,0};// 最近點

2.遍歷所有3D頂點

for (int index = 0; index < vertex_num; ++index){

3.XYZ三軸最遠點

if (far.x > vertex_array[index].x)

vertex_array[index].x = far.x;

if (far.y > vertex_array[index].y)

vertex_array[index].y = far.y;

if (far.z > vertex_array[index].z)

vertex_array[index].z = far.z;

4.XYZ三軸最近點

if (near.x > vertex_array[index].x)

vertex_array[index].x = near.x;

if (near.y > vertex_array[index].y)

vertex_array[index].y = near.y;

if (near.z > vertex_array[index].z)

vertex_array[index].z = near.z;

}

 

判斷頂點是否為於邊界盒

bool Compute_Point_In_AABB(AABB_PTR aabb, VECTOR3D_PTR point)

{

if ((point->x >= aabb->center.x + aabb->near.x && point->x <= aabb->center.x + aabb->far.x) &&

(point->y >= aabb->center.y + aabb->near.y && point->y <= aabb->center.y + aabb->far.y) &&

(point->z >= aabb->center.z + aabb->near.z && point->z <= aabb->center.z + aabb->far.z) )

return true;

return false;

}

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