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D3DXComputeBoundingSphere
D3DXComputeBoundingBox
这两个函数可以计算最简单的 球体积范围 和 立方体体积范围 用来帮助检测是否碰撞。
为基本碰撞头疼的快来用吧,至于AABB,ODE什么的,我就不清楚了。
示例代码
HRESULT hr = 0;
BYTE* v = 0;
g_pTestMesh->LockVertexBuffer(0,(void**)&v);
hr = D3DXComputeBoundingSphere(
(D3DXVECTOR3*)v,
g_pTestMesh->GetNumVertices(),
D3DXGetFVFVertexSize(g_pTestMesh->GetFVF()),
&m_pCenter,
&m_Radius);
g_pTestMesh->UnlockVertexBuffer();
if(FAILED(hr))
return E_FAIL;
从 Introducation to 3D Game Programming with DirectX 9上看到的。 |
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