Calculating the intersection point of Ray and Scene2d UI plane










0














I am rendering a Scene2d UI table on the 3D world using SpriteBatch, projection matrix and PerspectiveCamera



public void render (float delta) 
spriteBatch.setProjectionMatrix(projectionMatrix.set(camera.combined).mul(transform));
spriteBatch.begin();
rootTable.draw(spriteBatch, 1.0f);
spriteBatch.end();



render1render2



The mouse pointer is hidden and locked to the centre of the screen. When a touchUp event is fired, if the mouse is inside the bounding box of the table, I want to calculate the Vector2 position where the mouse was actually clicked inside the table, so I can call the Table.hit function to get the clicked Actor. Also is this the right approach to draw 2D menu on the 3D world.



I am using this code to do a Ray intersection test.



Ray ray = camera.getPickRay(screenX, screenY);
int result = -1;
float distance = -1;

transform.getTranslation(position);

if (Intersector.intersectRayBoundsFast(ray, position, new Vector3(40, 40, 20) ))
Gdx.app.log("RAY", "Table Clicked");



The Scene2d coordinates start from the bottom left corner and in 3D they start from the centre. I used new Vector3(40, 40, 20) as dummy bounds.










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    0














    I am rendering a Scene2d UI table on the 3D world using SpriteBatch, projection matrix and PerspectiveCamera



    public void render (float delta) 
    spriteBatch.setProjectionMatrix(projectionMatrix.set(camera.combined).mul(transform));
    spriteBatch.begin();
    rootTable.draw(spriteBatch, 1.0f);
    spriteBatch.end();



    render1render2



    The mouse pointer is hidden and locked to the centre of the screen. When a touchUp event is fired, if the mouse is inside the bounding box of the table, I want to calculate the Vector2 position where the mouse was actually clicked inside the table, so I can call the Table.hit function to get the clicked Actor. Also is this the right approach to draw 2D menu on the 3D world.



    I am using this code to do a Ray intersection test.



    Ray ray = camera.getPickRay(screenX, screenY);
    int result = -1;
    float distance = -1;

    transform.getTranslation(position);

    if (Intersector.intersectRayBoundsFast(ray, position, new Vector3(40, 40, 20) ))
    Gdx.app.log("RAY", "Table Clicked");



    The Scene2d coordinates start from the bottom left corner and in 3D they start from the centre. I used new Vector3(40, 40, 20) as dummy bounds.










    share|improve this question
























      0












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      0







      I am rendering a Scene2d UI table on the 3D world using SpriteBatch, projection matrix and PerspectiveCamera



      public void render (float delta) 
      spriteBatch.setProjectionMatrix(projectionMatrix.set(camera.combined).mul(transform));
      spriteBatch.begin();
      rootTable.draw(spriteBatch, 1.0f);
      spriteBatch.end();



      render1render2



      The mouse pointer is hidden and locked to the centre of the screen. When a touchUp event is fired, if the mouse is inside the bounding box of the table, I want to calculate the Vector2 position where the mouse was actually clicked inside the table, so I can call the Table.hit function to get the clicked Actor. Also is this the right approach to draw 2D menu on the 3D world.



      I am using this code to do a Ray intersection test.



      Ray ray = camera.getPickRay(screenX, screenY);
      int result = -1;
      float distance = -1;

      transform.getTranslation(position);

      if (Intersector.intersectRayBoundsFast(ray, position, new Vector3(40, 40, 20) ))
      Gdx.app.log("RAY", "Table Clicked");



      The Scene2d coordinates start from the bottom left corner and in 3D they start from the centre. I used new Vector3(40, 40, 20) as dummy bounds.










      share|improve this question













      I am rendering a Scene2d UI table on the 3D world using SpriteBatch, projection matrix and PerspectiveCamera



      public void render (float delta) 
      spriteBatch.setProjectionMatrix(projectionMatrix.set(camera.combined).mul(transform));
      spriteBatch.begin();
      rootTable.draw(spriteBatch, 1.0f);
      spriteBatch.end();



      render1render2



      The mouse pointer is hidden and locked to the centre of the screen. When a touchUp event is fired, if the mouse is inside the bounding box of the table, I want to calculate the Vector2 position where the mouse was actually clicked inside the table, so I can call the Table.hit function to get the clicked Actor. Also is this the right approach to draw 2D menu on the 3D world.



      I am using this code to do a Ray intersection test.



      Ray ray = camera.getPickRay(screenX, screenY);
      int result = -1;
      float distance = -1;

      transform.getTranslation(position);

      if (Intersector.intersectRayBoundsFast(ray, position, new Vector3(40, 40, 20) ))
      Gdx.app.log("RAY", "Table Clicked");



      The Scene2d coordinates start from the bottom left corner and in 3D they start from the centre. I used new Vector3(40, 40, 20) as dummy bounds.







      java android 3d libgdx game-development






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 10 '18 at 10:15









      Pratik Velani

      356




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