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java - 基本 3D 碰撞检测问题

转载 作者:太空宇宙 更新时间:2023-11-04 07:33:53 25 4
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我正在尝试实现基本的碰撞检测我正在开发基于体素的 3D Java 游戏。我正在尝试实现来自该网站的算法: 奥 git _a,但我似乎无法做对。我的问题就是,他所说的“将球员位置转变为体素空间'。我应该将玩家的坐标四舍五入到最近的 block ,以便玩家所在的体素是一个玩家的中心在哪里?在我的游戏中玩家目前是一个体素大小的立方体。

该网站上的人写道,他只需要检查一个碰撞体素。但如果我只检查中心的体素玩家的中心在,那么玩家的中心需要在他与物体碰撞之前将它们相交。这不应该是就这样吧?如果玩家的中心位于非 Activity 体素,但玩家立方体的一部分相交一个活跃的体素,我应该检查哪个体素?

我意识到这段文字很令人困惑,但我希望你能明白我的问题。如果您想查看一些代码,这里是我的 CollisionHandler 类:(由于我遇到的问题,它还没有真正遵循上面站点中的算法。到目前为止,它只关心沿 x 轴的碰撞)

public class CollisionHandler {
private static final float COLLISION_TOLERANCE = 0.4f;
private boolean xCol, yCol, zCol = false;

public void handleCollisions(ChunkManager chunkManager,
FPCameraController player, float delta) {

Vector3D playerPos = player.getPosition();
Vector3D collision = findCollisionVector(player, chunkManager);

if (collidesWithWorld()) {
if (!(player.isFalling() && isGrounded(playerPos, chunkManager))) {
player.setCollisionVector(collision);
player.translateX(-playerPos.subtract(playerPos.round()).getX());
}else{
//123456
}
} else {
if (player.isFalling()) {
if (isGrounded(playerPos, chunkManager)) {
float overlap = getYOverlap(player, chunkManager);
player.translateY(overlap);
player.setYSpeed(0);
player.setIsFalling(false);
} else {
player.applyGravity(delta);
}
} else {
if (!isGrounded(playerPos, chunkManager)) {
player.setIsFalling(true);
player.applyGravity(delta);
}
}

}
}

private boolean collidesWithWorld() {
return xCol || yCol || zCol;
}

/*
* Returns a collision vector. Dot with velocity and then subtract it from
* the player velocity.
*/
private Vector3D findCollisionVector(FPCameraController player,
ChunkManager chunkManager) {

Vector3D playerPos = player.getPosition();
Vector3D distance = playerPos.subtract(playerPos.floor()).abs();

Vector3D collisions = new Vector3D(1, 1, 1);
float xDirection = (getCollisionDirection(distance.getX()));
// float yDirection = (getCollisionDirection(distance.getY()));
// float zDirection = (getCollisionDirection(distance.getZ()));

try {
Vector3D collision = getCollisionNormal(chunkManager, playerPos,
xDirection, 'x');

if (collision != null) {
collisions = collision;
xCol = true;
} else {
xCol = false;
}

// collision = getCollisionNormal(chunkManager, playerPos,
// yDirection,
// 'y');
// if (collision != null) {
// collisions.cross(collision);
// yCol = true;
// } else {
// yCol = false;
// }
//
// collision = getCollisionNormal(chunkManager, playerPos,
// zDirection,
// 'z');
// if (collision != null) {
// collisions.cross(collision);
// zCol = true;
// } else {
// zCol = false;
// }
} catch (OutsideOfWorldException e) {
e.printStackTrace();
}

return collisions;
}

/*
* Returns the normal of the colliding block, given the axis and
* direction.
*/
private static Vector3D getCollisionNormal(ChunkManager chunkManager,
Vector3D playerPos, float direction, char axis)
throws OutsideOfWorldException {
Block b;
Vector3D blockPos;
if (direction != 0) {
Vector3D dirVector;
if (axis == 'x') {
dirVector = new Vector3D(direction, 0, 0);
} else if (axis == 'y') {
dirVector = new Vector3D(0, direction, 0);
} else if (axis == 'z') {
dirVector = new Vector3D(0, 0, direction);
} else {
return null;
}
blockPos = playerPos.add(dirVector);

b = chunkManager.getBlock(blockPos);

if (b.isActive()) {

return Plane3D.getBlockNormal(blockPos, direction, axis);
}
}
return null;
}

private static float getCollisionDirection(float distance) {
if (distance > COLLISION_TOLERANCE) {
return 1;
} else if (distance < COLLISION_TOLERANCE) {
return -1;
}
return 0;
}

private static boolean isGrounded(Vector3D playerPosition,
ChunkManager chunkManager) {
try {
return chunkManager.getBlock(
playerPosition.add(new Vector3D(0, -1, 0))).isActive();
} catch (OutsideOfWorldException e) {
e.printStackTrace();
}
return true;
}

private static float getYOverlap(FPCameraController player,
ChunkManager chunkManager) {
Vector3D playerPosition = player.getPosition();
Vector3D blockPosition = player.getLowestBlockPos();
Block collisionBlock = null;

try {
collisionBlock = chunkManager.getBlock(blockPosition);

// +" "+blockPosition);

if (collisionBlock.isActive()) {
float distance = playerPosition.subtract(blockPosition).getY();

distance += player.getHeight();

return -distance;

}
} catch (OutsideOfWorldException e) {
e.printStackTrace();
}

return 0;
}
}

这是另一个相关方法:

    public static Vector3D getBlockNormal(Vector3D blockPos, float direction,
char axis) {
float offset = Block.BLOCK_RENDER_SIZE / 2f;

Vector3D pointA = null;
Vector3D pointB = null;
Vector3D pointC = null;

Vector3D a = blockPos.round();

a = a.addScalar(Block.BLOCK_RENDER_SIZE / 2f);
float factor = -direction;
if (axis == 'x') {
pointA = a.add(new Vector3D(factor * offset, -offset, -offset));
pointB = a.add(new Vector3D(factor * offset, offset, -offset));
pointC = a.add(new Vector3D(factor * offset, -offset, offset));
} else if (axis == 'y') {
pointA = a.add(new Vector3D(-offset, factor * offset, offset));
pointB = a.add(new Vector3D(offset, factor * offset, offset));
pointC = a.add(new Vector3D(offset, factor * offset, -offset));
} else if (axis == 'z') {
pointA = a.add(new Vector3D(-offset, -offset, factor * offset));
pointB = a.add(new Vector3D(offset, -offset, factor * offset));
pointC = a.add(new Vector3D(offset, offset, factor * offset));
} else {
return null;
}

Vector3D v = new Vector3D(pointB.getX() - pointA.getX(), pointB.getY()
- pointA.getY(), pointB.getZ() - pointA.getZ()).normalize();
Vector3D w = new Vector3D(pointC.getX() - pointA.getX(), pointC.getY()
- pointA.getY(), pointC.getZ() - pointA.getZ()).normalize();
Vector3D normal = v.cross(w).scale(-1);

return normal.scale(factor);

}

最佳答案

如何处理碰撞是您的设计决定,选择您认为最自然的方式(详细说明如下):

最接近玩家位置的单个体素是您可以轻松导出更复杂方法的基础,只需使碰撞检测采用该体素进行检查即可。然后,您可以轻松扩展它以检查多个相邻的体素,为玩家提供您想要的大小。

例如,您可以将玩家视为圆柱体,并检查圆柱体覆盖的圆圈下方的所有体素。如果您检测到(例如)圆圈下方的单个熔岩体素,您可能会施加熔岩伤害(无论您的游戏使用什么地面属性)。

您需要尝试的另一个问题是海拔。您是否采用所覆盖体素的最高、最低或某种平均值来确定玩家当前所在的位置(或在飞行时与地面碰撞的高度)?

没有单一的方法可以让它“感觉良好”。您需要进行一些实验才能找到您认为对于游戏预期物理模型来说“自然”的东西。

如果您的物理允许快速移动,您可能需要扩展碰撞检查以检查两个游戏步骤之间对象覆盖的整个形状,以避免出现奇怪的现象,例如子弹穿过障碍物。因为从技术上讲,尽管它们的运动 vector 明显与障碍物相交,但它们的移动速度可能如此之快,以至于永远不会在障碍物内找到位置。

因此“将玩家坐标转换为体素空间”可以意味着任何内容,它没有详细定义方法。对于初始测试,您的“四舍五入到最近的 block ”可能已经足够好了,对于最终的游戏,您可能需要应用上面概述的一些概念来使其物理“感觉正确”。

关于java - 基本 3D 碰撞检测问题,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17281839/

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