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3d墙滑动碰撞

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我正在为我的游戏中的墙壁碰撞工作以及我现在拥有它的方式我被卡在墙上 . 我试图让我的角色在墙上滑动但仍然碰撞 .

我的角色使用他面对的角度移动我创建的矢量 .

这是我的碰撞功能:

private static bool CheckForCollisions(ref Crate c1, ref Player c2,bool direction)
    {
        for (int i = 0; i < c1.model.Meshes.Count; i++)
        {
            // Check whether the bounding boxes of the two cubes intersect.
            BoundingSphere c1BoundingSphere = c1.model.Meshes[i].BoundingSphere;
            c1BoundingSphere.Center += c1.position + new Vector3(2, 0, 2);
            c1BoundingSphere.Radius = c1BoundingSphere.Radius / 1.5f;

            for (int j = 0; j < c2.model.Meshes.Count; j++)
            {
                BoundingSphere c2BoundingSphere = c2.model.Meshes[j].BoundingSphere;
                if (direction)
                    c2BoundingSphere.Center += c2.position + new Vector3(c2.getPlannedDirection().X, 0, 0);
                else if (!direction)
                    c2BoundingSphere.Center += c2.position + new Vector3(0, 0, c2.getPlannedDirection().Y);
                //c2BoundingSphere.Center += c2.position;

                if (c1BoundingSphere.Intersects(c2BoundingSphere))
                {
                    return true;
                }
            }
        }
        return false;
    }

这是我的更新:

for (int x = 0; x <= 29; x++)
        {
            for (int y = 0; y <= 29; y++)
            {
                if (crate[x, y].getType() == 11 && collisionEnabled)
                { 
                    if (CheckForCollisions(ref crate[x, y], ref player,true))
                    {
                        player.clearPlannedDirectionX();
                        //Console.Write(player.getPosition().X + "," + player.getPosition().Y + "," + player.getPosition().Z);
                        //movePlayer = false;
                    }
                    if (CheckForCollisions(ref crate[x, y], ref player,false))
                    {
                        player.clearPlannedDirectionZ();
                        //Console.Write(player.getPosition().X + "," + player.getPosition().Y + "," + player.getPosition().Z);
                        //movePlayer = false;
                    }
                }
            }
        }

1 回答

  • 2

    看起来它应该在gamedev堆栈交换上,我建议切换到射线测试而不是球体 .

    无论如何,如果你嫁给了基于球体的系统,你可以将玩家“推”出墙壁:

    private static bool CorrectCollisions(ref Crate c1, ref Player c2)
    {
        for (int i = 0; i < c1.model.Meshes.Count; i++)
        {
            // Check whether the bounding boxes of the two cubes intersect.
            BoundingSphere c1BoundingSphere = c1.model.Meshes[i].BoundingSphere;
    
            c1BoundingSphere.Center += c1.position + new Vector3(2, 0, 2);
            c1BoundingSphere.Radius = c1BoundingSphere.Radius / 1.5f;
    
            for (int j = 0; j < c2.model.Meshes.Count; j++)
            {
                BoundingSphere c2BoundingSphere = c2.model.Meshes[j].BoundingSphere;
                c2BoundingSphere.Center += c2.position;
    
                Vector3 dir=c2BoundingSphere.Center - c1BoundingSphere.Center;
                float center_dist_sq=dir.dot(dir);
                float min_dist=c2BoundingSphere.Radius+c1BoundingSphere.Radius;
                if (center_dist_sq < min_dist*min_dist) {
                        dir.normalize();
                        c2.position += dir*(min_dist-sqrt(center_dist_sq));
                }
            }
        }
        return false;
    }
    

    然后您的更新看起来更像:

    for (int x = 0; x <= 29; x++) {
        for (int y = 0; y <= 29; y++) {
            if (crate[x, y].getType() == 11 && collisionEnabled) {
                CorrectCollisions(ref crate[x, y], ref player);
            }
        }
    }
    

    我不确定(2,0,2)向量或2 / 3rds的目的是什么......我只是忽略了它们来表达这个概念

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