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java - jmonkeyengine 移动速度太快无法进行碰撞检测

转载 作者:搜寻专家 更新时间:2023-11-01 02:12:19 31 4
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我正在使用 JMonkeyEngine 制作一个 Java 游戏,我已经按照他们网站上的教程向墙上射球(子弹)。我明白一切是如何运作的,但是当我增加子弹的速度时,它会直接穿过墙壁。

现在我知道发生这种情况的原因(因为子弹每帧移动速度太快,无法注册碰撞)。我也知道如何解决这个问题,我在他们的网站 ( JMonkeyEngine ) 上找到了以下方法。

setCcdMotionThreshold(0f)

但是谁能告诉我这是如何实现的,或者我在哪里可以找到使用它的人的样本?

最佳答案

简介
连续碰撞检测 (ccd) 处理子弹与纸的问题。快速移动的物体在一个时间步是薄物体的一侧,而在下一个时间步是另一侧,导致物理引擎认为根本没有发生碰撞。另一方面,连续碰撞检测根本不使用时间步长。它在整个时间步长期间创建一个扫描体积,并查看该扫描体积是否与任何东西发生碰撞。这既昂贵又不准确(因为为此使用了简单的圆形碰撞形状而不是完整的碰撞形状)。

用法
Continuous collision detection 是在每个对象基础上设置的,你可以同时在同一场景中有使用 ccd 的对象和不使用 ccd 的对象,ccd 是在物理对象上设置的,如下所示

RigidBodyControl physicsObject = new RigidBodyControl(mass);
physicsObject.setCcdMotionThreshold(expectedWidthOfThinObject);
physicsObject.setCcdSweptSphereRadius(radiusOfSphereThatWillFullyContainObject);
  • 您想将 expectedWidthOfThinObject 设置得尽可能高和;请记住 ccd 昂贵且不准确。将其设置为零将关闭 ccd
  • 您想在完全包含对象的同时将 radiusOfSphereThatWillFullyContainObject 设置得尽可能小

完整示例
以下源代码将显示使用连续碰撞检测 和使用标准碰撞检测之间的区别。它发射两组球,一组快,一组慢,并以 5 秒的间隔打开和关闭 ccd。慢球总是与纸碰撞,快球只有在 ccd 打开时才会碰撞。

import com.jme3.app.SimpleApplication;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.font.BitmapText;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.math.Vector3f;
import com.jme3.scene.Geometry;
import com.jme3.scene.shape.Box;
import com.jme3.scene.shape.Sphere;

public class BulletTest extends SimpleApplication {

public static void main(String args[]) {
BulletTest app = new BulletTest();
app.start();
}

/** Prepare the Physics Application State (jBullet) */
private BulletAppState bulletAppState;

/** Prepare Materials */
Material wall_mat;
Material slow_mat;
Material fast_mat;
Material floor_mat;


private RigidBodyControl brick_phy;
private static final Box box;
private static final Sphere sphere;
private RigidBodyControl floor_phy;
private static final Box floor;

/** dimensions used for wall */
private static final float brickLength = 2f;
private static final float brickWidth = 0.015f;
private static final float brickHeight = 1f;

static {
/** Initialize the cannon ball geometry */
sphere = new Sphere(32, 32, 0.1f, true, false);
/** Initialize the brick geometry */
box = new Box(brickWidth, brickHeight, brickLength);
/** Initialize the floor geometry */
floor = new Box(10f, 0.1f, 5f);

}

@Override
public void simpleInitApp() {
/** Set up Physics Game */
bulletAppState = new BulletAppState();
stateManager.attach(bulletAppState);
//bulletAppState.getPhysicsSpace().enableDebug(assetManager);

/** Configure cam to look at scene */
cam.setLocation(new Vector3f(0, 4f, 6f));
cam.lookAt(new Vector3f(2, 2, 0), Vector3f.UNIT_Y);

/** Initialize the scene, materials, and physics space */
initMaterials();
initWall();
initFloor();
setUpHUDText();
}

public static final float FIREPERIOD=0.5f;
double fireTimer=0;

public static final float SWEEPPERIOD=5f;
double sweepTimer=0;
boolean continuouslySweeping=true;


@Override
public void simpleUpdate(float tpf) {
fireTimer+=tpf;
sweepTimer+=tpf;

if (sweepTimer>SWEEPPERIOD){
sweepTimer=0;
continuouslySweeping=!continuouslySweeping;
}

hudText.setText("ContinouslySweeping=" + continuouslySweeping + "(" + (int)(SWEEPPERIOD-sweepTimer) + ")" );

if (fireTimer>FIREPERIOD){
fireTimer=0;
makeCannonBall(new Vector3f(-4,3,0),new Vector3f(6,4,0),slow_mat,continuouslySweeping); //slow arcing ball
makeCannonBall(new Vector3f(-4,3,-0.5f),new Vector3f(10,1,0),fast_mat,continuouslySweeping); //fast straight ball
}
}

public BitmapText hudText;

private void setUpHUDText(){
hudText = new BitmapText(guiFont, false);
hudText.setSize(guiFont.getCharSet().getRenderedSize()); // font size
hudText.setColor(ColorRGBA.White); // font color
hudText.setText("ContinouslySweeping=true"); // the text
hudText.setLocalTranslation(300, hudText.getLineHeight(), 0); // position
guiNode.attachChild(hudText);
}

/** Initialize the materials used in this scene. */
public void initMaterials() {
wall_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
wall_mat.setColor("Color", ColorRGBA.Blue);

fast_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
fast_mat.setColor("Color", ColorRGBA.Red);

slow_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
slow_mat.setColor("Color", ColorRGBA.Green);

floor_mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
floor_mat.setColor("Color", ColorRGBA.Gray);
}

/** Make a solid floor and add it to the scene. */
public void initFloor() {
Geometry floor_geo = new Geometry("Floor", floor);
floor_geo.setMaterial(floor_mat);
floor_geo.setLocalTranslation(0, -0.1f, 0);
this.rootNode.attachChild(floor_geo);
/* Make the floor physical with mass 0.0f! */
floor_phy = new RigidBodyControl(0.0f);
floor_geo.addControl(floor_phy);
bulletAppState.getPhysicsSpace().add(floor_phy);
}

/** This loop builds a wall out of individual bricks. */
public void initWall() {

Vector3f location=new Vector3f(2,2,0);
Geometry brick_geo = new Geometry("brick", box);
brick_geo.setMaterial(wall_mat);
rootNode.attachChild(brick_geo);
/** Position the brick geometry */
brick_geo.setLocalTranslation(location);

//paper thin objects will fall down, mass 0 clamps it in position
brick_phy = new RigidBodyControl(0);

/** Add physical brick to physics space. */
brick_geo.addControl(brick_phy);
bulletAppState.getPhysicsSpace().add(brick_phy);
}


public void makeCannonBall(Vector3f startPoint, Vector3f initialVelocity, Material material, boolean continuouslySwept) {
/** Create a cannon ball geometry and attach to scene graph. */
Geometry ball_geo = new Geometry("cannon ball", sphere);
ball_geo.setMaterial(material);
rootNode.attachChild(ball_geo);
/** Position the cannon ball */
ball_geo.setLocalTranslation(startPoint);
/** Make the ball physcial with a mass > 0.0f */
RigidBodyControl ball_phy = new RigidBodyControl(1f);
/** Add physical ball to physics space. */
ball_geo.addControl(ball_phy);
bulletAppState.getPhysicsSpace().add(ball_phy);
/** Accelerate the physcial ball to shoot it. */
ball_phy.setLinearVelocity(initialVelocity);

if (continuouslySwept){
ball_phy.setCcdMotionThreshold(0.015f);
ball_phy.setCcdSweptSphereRadius(0.01f);
}

}


}

连续检测到两组球的弹跳符合预期(球从左上角进入):
enter image description here

随着连续检测,一组快速的球(红色)穿过纸,就好像它不存在一样(偶尔也会有一个慢球(绿色)穿过纸):
enter image description here

注意:此代码大致基于 hello physics具有来自 advanced physics 的附加功能的代码

关于java - jmonkeyengine 移动速度太快无法进行碰撞检测,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16335713/

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