Dans le code ci-dessous, j'ai mis un exemple de quelque chose que je veux faire. J'ai la caméra et je veux qu'elle cesse de bouger à chaque fois qu'elle touche une des boîtes, comment faire?
public class Main extends ApplicationAdapter {
private final ModelBuilder builder = new ModelBuilder();
private final Environment environment = new Environment();
private ModelBatch modelBatch;
private PerspectiveCamera camera;
private Model model;
private ArrayList<ModelInstance> instance = new ArrayList<ModelInstance>();
private FirstPersonCameraController controller;
private BoundingBox[] boxBounds = new BoundingBox[1000];
private BoundingBox cameraBox = new BoundingBox();
private Vector3 cameraSpeed = new Vector3();
private Vector3 oldCameraPos = new Vector3();
private Vector3 newCameraPos = new Vector3();
@Override
public void create() {
modelBatch = new ModelBatch();
//build the camera
camera = new PerspectiveCamera(67, graphics.getWidth(), graphics.getHeight());
camera.position.set(0f, 10f, 0f);
camera.lookAt(0, 10, 0);
camera.near = 1f;
camera.far = 1000f;
camera.update();
//build all the boxes
for (int i = 0; i < 1000; i++) {
model = builder.createBox(
(float) Math.random() * 50,
(float) Math.random() * 50,
(float) Math.random() * 50,
new Material(ColorAttribute.createDiffuse(
(float) random(),
(float) random(),
(float) random(), 1)
), Position | Normal);
instance.add(new ModelInstance(model));
instance.get(i).transform.setToTranslation(
(float) random() * 1000 - 500,
(float) random() * 1000,
(float) random() * 1000 - 500);
boxBounds[i] = new BoundingBox();
boxBounds[i] = model.calculateBoundingBox(boxBounds[i]);
}
//build the ground
model = builder.createBox(700f, 1f, 700f, new Material(ColorAttribute.createDiffuse(Color.GREEN)), Position | Normal);
ModelInstance ground = new ModelInstance(model);
instance.add(ground);
//build the center
model = builder.createBox(5f, 5f, 5f, new Material(ColorAttribute.createDiffuse(Color.RED)), Position | Normal);
ModelInstance center = new ModelInstance(model);
instance.add(center);
//code the lights here
DirectionalLight light = new DirectionalLight().set(255, 255, 255,
(float) random(),
(float) random(),
(float) random());
//set up the enviroment
environment.set(new ColorAttribute(AmbientLight, 255f, 255f, 255f, 1f));
environment.add(light);
//set up the camera controller
controller = new FirstPersonCameraController(camera);
controller.setDegreesPerPixel(0.25f);
controller.setVelocity(20);
input.setInputProcessor(controller);
}
@Override
public void render() {
//set up OpenGL
gl.glViewport(0, 0, graphics.getWidth(), graphics.getHeight());
gl.glEnable(GL_BLEND);
gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl.glClearColor(0, 0, 0, 0);
//render the modelInstances
modelBatch.begin(camera);
modelBatch.render(instance, environment);
modelBatch.end();
controller.update();
if (input.isKeyPressed(Input.Keys.R)) {
camera.lookAt(0, 0, 0);
}
cameraSpeed = newCameraPos.sub(oldCameraPos);
cameraBox = new BoundingBox(new Vector3(camera.position.x,
camera.position.y,
camera.position.z),
new Vector3(camera.position.x + 10,
camera.position.y + 10,
camera.position.z + 10));
for (int i = 0; i < 1000; i++) {
if (cameraBox.contains(boxBounds[i])) {
camera.position.x = camera.position.x - cameraSpeed.x;
camera.position.y = camera.position.y - cameraSpeed.y;
camera.position.z = camera.position.z - cameraSpeed.z;
}
}
System.out.println(cameraSpeed.x + " " + cameraSpeed.y + " " + cameraSpeed.z);
}
@Override
public void dispose() {
modelBatch.dispose();
model.dispose();
}
}
Résultat: