Home Game Development 3d unit object measurement – Cocos Creator

3d unit object measurement – Cocos Creator

0
3d unit object measurement – Cocos Creator

[ad_1]

Hi!
How can I get 3d object measurement in cocos models?
I attempted utilizing getComponent(Collider).worldBounds.halfExtents however propably its not what I’m on the lookout for
every other options?

What do you want 3d object measurement for?

I’ve to maneuver, rotate and scale my 3d object to suit 2nd UI remodel. But as you possibly can see on the display screen it doesn’t match effectively. In this iteration I’m utilizing collider boundingSphere radius to get measurement (i don’t care a lot about what aspect of my 3d object is bigger than others)

I exploit this code:

import { Camera, Collider, Component, Input, enter, Node, Quat, RigidBody, UITransform, Vec3, view, _decorator } from 'cc';
const { ccclass, property } = _decorator;

@ccclass('NewComponent')
export class NewComponent extends Component {

    @property(Node)
    object3D: Node

    @property(Node)
    objectUI: Node

    @property(Camera)
    digital camera: Camera

    begin() {
        enter.on(Input.EventType.TOUCH_END, this.transfer, this)
    }

    transfer() {
        this.object3D.getComponent(Collider).enabled = false
        this.object3D.getComponent(RigidBody).enabled = false

        // discovering rotation
        const newObjectRotation = new Quat()
        Quat.fromEuler(newObjectRotation, 0, 0, 0)

        // discovering place
        let scaleX = view.getScaleX()
        let scaleY = view.getScaleY()

        const localPosX = this.objectUI.worldPosition.x * scaleX;
        const localPosY = this.objectUI.worldPosition.y * scaleY;

        const newLocal_2 = new Vec3(localPosX, localPosY, 0.5);

        const newObjectPos = this.digital camera.screenToWorld(newLocal_2);

        // discovering scale
        const screenHeightInItems = this.digital camera.orthoHeight * 2;
        const screenWidthInItems = screenHeightInItems * view.getVisibleSize().width / view.getVisibleSize().peak

        const xPixelsInUnit = view.getVisibleSize().width / screenWidthInItems
        const yPixelsInUnit = view.getVisibleSize().peak / screenHeightInItems

        const contentSize = this.objectUI.getComponent(UITransform).contentSize;

        const radius = this.object3D.getComponent(Collider).boundingSphere.radius

        let newObjectScale: Vec3
        let multiplier: quantity = 1

        const yContentSizeInItems = contentSize.y / yPixelsInUnit
        const xContentSizeInItems = contentSize.x / xPixelsInUnit

        // you'll want to match a circle on the smaller aspect of the sprite
        if (yContentSizeInItems <= xContentSizeInItems) {
            multiplier = yContentSizeInItems / (radius * 2)
        } else {
            multiplier = xContentSizeInItems / (radius * 2)
        }

        newObjectScale = new Vec3(this.object3D.worldScale).multiplyScalar(multiplier)

        this.object3D.worldPosition = newObjectPos
        this.object3D.worldScale = newObjectScale
        this.object3D.worldRotation = newObjectRotation
    }
}


Before transferring:

After transferring:

Btw I can use collider world certain by utilizing:

        const objectUnitSize = new Vec3(this.object3D.getComponent(Collider).worldBounds.halfExtents).multiplyScalar(2)

        let newObjectScale: Vec3
        let multiplier: quantity = 1

        const yContentSizeInItems = contentSize.y / yPixelsInUnit
        const xContentSizeInItems = contentSize.x / xPixelsInUnit

        // you'll want to match a circle on the smaller aspect of the sprite
        if (yContentSizeInItems <= xContentSizeInItems) {
            multiplier = yContentSizeInItems / objectUnitSize.y
        } else {
            multiplier = xContentSizeInItems / objectUnitSize.x
        }

Somehow it’s ended up the identical approach as utilizing radius

I’m going to share my challenge with code in case you might want this to check by your self
NewProject_2.zip (1.6 MB)

Hi once more
I made some tweeks to make the issue extra life like for my case

            const halfSize = this.object3D.getComponent(Collider).worldBounds.halfExtents.multiplyScalar(2)

            let newObjectScale: Vec3
            let multiplier: quantity = 1

            const yContentSizeInItems = contentSize.y / yPixelsInUnit
            const xContentSizeInItems = contentSize.x / xPixelsInUnit

            // you'll want to match a circle on the smaller aspect of the sprite
            if (yContentSizeInItems <= xContentSizeInItems) {
                multiplier = yContentSizeInItems / (halfSize.y * 2)
            } else {
                multiplier = xContentSizeInItems / (halfSize.x * 2)
            }

            newObjectScale = new Vec3(this.object3D.worldScale).multiplyScalar(multiplier)

It works advantageous with one object:

Working

But received’t work with different:

Not working

I assume the issue is with scaling of my object however anyway I can’t get the consequence I need
NewProject_2.zip (2.3 MB)

[ad_2]

LEAVE A REPLY

Please enter your comment!
Please enter your name here