hi Anton, is there some example code to refer to?

On 5月31日, 下午10时35分, Anton <[email protected]> wrote:
>     Usually this is solved by having ray-object intersection code for
> all of your geometry.  If your 3D objects are all polygon meshes then
> you need ray-polygon intersection code.  You then generate a ray from
> the eye point through the screen point that the user is touching.
> This ray is then tested against all of your geometry to find the
> closest hit.  That tells you what object was hit as well as where on
> the object.  Of coarse, if your scene has many objects with lots of
> polygons to test you will want to use some sort of spacial data
> structure to speed up the hit testing.  However, since you only need
> it to run at "human speeds" you can get away with doing a lot of hit
> tests before you have to resort to acceleration structures.  One
> simple thing to do is to hit test the objects bounding volumes
> (spheres are particularly easy).  That lets you not test the
> individual polygons in objects that fail the bounding volume test.  If
> you have scripts for your objects that need to receive touch events
> you can pass the event along to the object once you've determined
> which object is hit.
>
>     -Anton
>
> On May 31, 2:24 am, quill <[email protected]> wrote:
>
> > HI all,
> > I am writing a game using OPENGL, there are several 3D objects in my
> > surfaceview.
> > My question is:
> > Should each 3D object implement view in order to get touch events?
> > Or there is other way to do this?
>
> > Thank you!
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