在DirectX中,可以通过使用边界框(bounding box)来检测对象之间的碰撞。为了实现不碰撞的边界框,你可以使用以下方法:
struct BoundingBox
{
DirectX::XMVECTOR position;
DirectX::XMVECTOR size;
};
void CalculateBoundingBox(const std::vector& vertices, BoundingBox& boundingBox)
{
float minX = FLT_MAX, minY = FLT_MAX, minZ = FLT_MAX;
float maxX = FLT_MIN, maxY = FLT_MIN, maxZ = FLT_MIN;
for (const auto& vertex : vertices)
{
minX = std::min(minX, vertex.x);
minY = std::min(minY, vertex.y);
minZ = std::min(minZ, vertex.z);
maxX = std::max(maxX, vertex.x);
maxY = std::max(maxY, vertex.y);
maxZ = std::max(maxZ, vertex.z);
}
boundingBox.position = DirectX::XMVectorSet((maxX + minX) * 0.5f, (maxY + minY) * 0.5f, (maxZ + minZ) * 0.5f, 0.0f);
boundingBox.size = DirectX::XMVectorSet(maxX - minX, maxY - minY, maxZ - minZ, 0.0f);
}
DirectX::XMMATRIX viewMatrix; // 视图矩阵
DirectX::XMMATRIX projectionMatrix; // 投影矩阵
DirectX::BoundingFrustum frustum;
frustum.CreateFromMatrix(frustum, projectionMatrix);
然后,你可以使用BoundingFrustum::Contains方法来检测边界框是否在视野中。
bool IsBoundingBoxVisible(const BoundingBox& boundingBox, const DirectX::BoundingFrustum& frustum)
{
DirectX::BoundingOrientedBox orientedBox;
orientedBox.Center = boundingBox.position;
orientedBox.Extents = boundingBox.size * 0.5f;
orientedBox.Orientation = DirectX::XMQuaternionIdentity();
return frustum.Contains(orientedBox) != DirectX::DISJOINT;
}
这样,你就可以使用以上方法来实现不碰撞的边界框检测。请注意,以上示例代码仅为演示目的,你可能需要根据你的具体需求进行调整。