在网上搜索了一些资料,最后采用了obb的碰撞检测,方法如下:
1 在3ds max中,将biped骨骼的大小设置恰当,在使用方框显示骨骼的时候能比较准确的包围住角色,如下图:
然后选中所有的骨骼,使用maxscript脚本导出来。脚本其实比较简单,代码如下:
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-- file function fn existFile fname = (getfiles fname).count != 0 -- main fileName = "F://Work//MyProjects//3DGame//3dsmax_data//fight_action_data.txt" if existFile fileName then deleteFile fileName createFile fileName fp = openFile fileName mode:"at" for sel in selection do ( -- get bounding box bb = nodeLocalBoundingBox sel -- print bb -- print sel.transform -- print "-------------" position = (bb[2] + bb[1]) / 2 size = bb[2] - bb[1] len = sel.transform[1].x ^ 2 + sel.transform[1].y ^ 2 + sel.transform[1].z ^ 2 len = len ^ 0.5 x1 = sel.transform[1].x / len y1 = sel.transform[1].y / len z1 = sel.transform[1].z / len extent1 = (size.x * x1 + size.y * y1 + size.z * z1) / 2 len = sel.transform[2].x ^ 2 + sel.transform[2].y ^ 2 + sel.transform[2].z ^ 2 len = len ^ 0.5 x2 = sel.transform[2].x / len y2 = sel.transform[2].y / len z2 = sel.transform[2].z / len extent2 = (size.x * x2 + size.y * y2 + size.z * z2) / 2 len = sel.transform[3].x ^ 2 + sel.transform[3].y ^ 2 + sel.transform[3].z ^ 2 len = len ^ 0.5 x3 = sel.transform[3].x / len y3 = sel.transform[3].y / len z3 = sel.transform[3].z / len extent3 = (size.x * x3 + size.y * y3 + size.z * z3) / 2 print sel.name to:fp print((extent1 as string) + "," + (extent2 as string) + "," + (extent3 as string)) to:fp print((position.x as string) + "," + (position.z as string) + "," + ((-position.y) as string)) to:fp print((x1 as string) + "," + (z1 as string) + "," + ((-y1) as string)) to:fp print((x2 as string) + "," + (z2 as string) + "," + ((-y2) as string)) to:fp print((x3 as string) + "," + (z3 as string) + "," + ((-y3) as string)) to:fp ) close fp
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生成的文件格式如下:
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"Bip01" "2.18656,2.18656,2.18656" "0.583941,40.3044,-1.10637" "0.555635,0.0,0.831426" "0.831426,0.0,-0.555635" "0.0,1.0,0.0" "Bip01 Pelvis" "6.1669,5.71345,5.46639" "0.583941,40.3044,-1.10637" "-1.21579e-006,1.0,6.67132e-007" "0.481059,0.0,0.876688" "0.876688,1.3868e-006,-0.481059" …………
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其中每个盒子的第二行数据就是盒子的半个长度,宽度和高度,和第四行至第六行的变换矩阵是一一对应的
第三行就是盒子的中心点位置,是全局坐标
第四行至第六行就是盒子在三个面方向上的标准变换矩阵了。
数据有了之后,就可以用obb碰撞算法进行碰撞检测了。
obb算法可以参考:
http://hi.baidu.com/jorbin/blog/item/2e7c2df5c146f423bd310977.html
或者他引用的一个国外的网址:
http://www.gamasutra.com/view/feature/3383/simple_intersection_tests_for_games.php?page=5
最后贴一个我在ogre里面根据obb数据画出来的碰撞盒子的图片,主要作用是调试碰撞检测是否正确: