Game Development Reference
In-Depth Information
12. We define
Ray
using
mousePos3D
as the origin and
clickDir
as the direc-
tion and a
CollisionResults
instance to store any collisions that will occur.
13. Now, we can define a
for
loop that goes through our
selectables
list and
checks whether
Ray
intersects with any of
BoundingVolumes
. The
Colli-
sionResults
instance adds them to a list, and we can then retrieve the closest
collision which, for most cases, is the most relevant one, as follows:
for (Spatial spatial : selectables) {
spatial.collideWith(ray, results);
}