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Java-3d 碰撞检测

转载 作者:行者123 更新时间:2023-11-29 09:04:04 27 4
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我刚开始使用 java 3-d,我正在尝试制作一款游戏,您可以在其中跳到敌人身上以获得桥。除了碰撞检测,我知道如何为游戏做所有事情。当敌人的球碰到它时,我需要将玩家的球移开。我试图做一个看起来像这样的 id 语句。我知道我可能需要使用 WakeupOnCollisionEntry 类,但我不知道如何正确使用它来移除玩家球。我认为如果我使用 WakeupOnCollisionEntry 类与 objTrans.removeChild(sphere) 结合使用,但我不知道如何将它们结合使用。

如果您需要查看我的代码才能提供帮助,请看这里:

package Game;

import com.sun.j3d.utils.geometry.*;
import com.sun.j3d.utils.universe.*;
import java.awt.*;
import java.awt.event.*;
import javax.media.j3d.*;
import javax.swing.JFrame;
import javax.swing.Timer;
import javax.vecmath.*;

public class PAPITest extends JFrame implements ActionListener,KeyListener{
private TransformGroup objTrans,objTrans2;
private Transform3D trans = new Transform3D();
private BranchGroup objRoot;
private Sphere sphere, sphere2;
private float x, dx, height = 0.0f, sign = 1.0f, xloc = 0.0f;
private Timer timer;

public BranchGroup createSceneGraph(){
objRoot = new BranchGroup();
objTrans = new TransformGroup();
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objRoot.addChild(objTrans);
sphere = new Sphere(0.25f);
sphere.setCollidable(true);
objTrans = new TransformGroup();
objTrans.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
Transform3D pos1 = new Transform3D();
pos1.setTranslation(new Vector3f(0.0f,0.0f,0.0f));
objTrans.setTransform(pos1);
objTrans.addChild(sphere);
objRoot.addChild(objTrans);
BoundingSphere bounds = new BoundingSphere
(new Point3d(0.0,0.0,0.0),100.0);
Color3f light1Color = new Color3f(0.2f,1.0f,1.0f);
Vector3f light1Direction = new Vector3f(+4.0f,-7.0f,-12.0f);
DirectionalLight light1 = new DirectionalLight
(light1Color,light1Direction);
light1.setInfluencingBounds(bounds);
objRoot.addChild(light1);
Color3f ambientColor = new Color3f(1.0f,1.0f,1.0f);
AmbientLight ambientLightNode = new AmbientLight(ambientColor);
ambientLightNode.setInfluencingBounds(bounds);
objRoot.addChild(ambientLightNode);
return objRoot;
}

public BranchGroup createSceneGraph2(){
objRoot = new BranchGroup();
objTrans2 = new TransformGroup();
objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objRoot.addChild(objTrans2);
sphere2 = new Sphere(0.25f);
sphere2.setCollidable(true);
objTrans2 = new TransformGroup();
objTrans2.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
Transform3D pos1 = new Transform3D();
pos1.setTranslation(new Vector3f(0.0f,0.0f,0.0f));
objTrans2.setTransform(pos1);
objTrans2.addChild(sphere2);
objRoot.addChild(objTrans2);
return objRoot;
}

public PAPITest(){
setLayout(new BorderLayout());
setTitle("PAPI");
setVisible(true);
setSize(505,525);
setResizable(false);
setLocationRelativeTo(null);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
GraphicsConfiguration config = SimpleUniverse.getPreferredConfiguration();
Canvas3D c = new Canvas3D(config);
add("Center",c);
c.addKeyListener(this);
c.setSize(500,500);
timer = new Timer(100,this);
timer.start();
BranchGroup scene = createSceneGraph();
BranchGroup scene2 = createSceneGraph2();
SimpleUniverse u = new SimpleUniverse(c);
u.getViewingPlatform().setNominalViewingTransform();
u.addBranchGraph(scene);
u.addBranchGraph(scene2);
for(float i = 0; i < .10f; i++){
x = 1.5f;
dx = -.05f;
}
}

public void keyPressed(KeyEvent e){
if(e.getKeyChar() == 'd'){
xloc = xloc + .1f;
}

if(e.getKeyChar() == 'a'){
xloc = xloc - .1f;
}
}

public void keyReleased(KeyEvent e){

}

public void keyTyped(KeyEvent e){

}

public void actionPerformed(ActionEvent e){
height += .1f * sign;
if(Math.abs(height * 2) >= 1)
sign = -1.0f * sign;
if(height < -.4f){
trans.setScale(new Vector3d(1.0,.8,1.0));
}else{
trans.setScale(new Vector3d(1.0,1.0,1.0));
}
trans.setTranslation(new Vector3f(xloc,height - .15f,0.0f));
objTrans.setTransform(trans);
if(height < -.4f){
trans.setScale(new Vector3d(1.0,1.0,1.0));
}
trans.setTranslation(new Vector3f(x += dx,-.7f,0.0f));
objTrans2.setTransform(trans);
}

public static void main(String[] args){
System.out.println("Program Started");
PAPITest pt = new PAPITest();
pt.addKeyListener(pt);
}
}

编辑: 现在,我添加了一些我认为可以使它更准确的东西。我添加了这两种方法:

public void getSpherePosition(){
positionX = (int) xloc;
positionY = (int) height;
position = positionX + positionY;
}

public void getSphere2Position(){
positionX2 = (int) x;
positionY2 = (int) -.7f;
position2 = positionX2 + positionY2;
}

我在 actionPerformed 方法中添加了这个:

        getSpherePosition();
getSphere2Position();
if(position == position2){
System.out.println("It Worked");
}

它有点管用,因为 It Worked 文本仅在玩家球靠近敌方球时显示,当我第一次启动程序时它也会显示。

有没有更好的方法呢?如果是这样,我该怎么做?以及如何让我的方式更准确,而不是在启动程序时直接显示文本?

我知道它变得不准确,因为我只是将三个变量加在一起,所以 position 可以等于 position2 即使玩家和敌人没有相互接触,但我不知道如何在不同的地方做方式。

最佳答案

很抱歉这么长时间才回复您。 Java3d 已经内置了一些方法,这些方法似乎已经被埋没在所有知识中最黑暗的地方。我找到了一种粗糙但有效的碰撞检测方法。

这是一个简单的代码片段,可以调用它来产生碰撞。

import java.util.Enumeration;
import javax.media.j3d.Behavior;
import javax.media.j3d.Bounds;
import javax.media.j3d.Node;
import javax.media.j3d.Shape3D;
import javax.media.j3d.WakeupCriterion;
import javax.media.j3d.WakeupOnCollisionEntry;
import javax.media.j3d.WakeupOnCollisionExit;
import javax.media.j3d.WakeupOnCollisionMovement;
import javax.media.j3d.WakeupOr;



/**
*
* @author sawyera.2016
*/
public class Coll extends Behavior {
/** The separate criteria used to wake up this beahvior. */
protected WakeupCriterion[] theCriteria;

/** The OR of the separate criteria. */
protected WakeupOr oredCriteria;

/** The shape that is watched for collision. */
protected Shape3D collidingShape;

/**
* @param theShape
* Shape3D that is to be watched for collisions.
* @param theBounds
* Bounds that define the active region for this behaviour
*/
public Coll(Shape3D theShape, Bounds theBounds) {
collidingShape = theShape;
setSchedulingBounds(theBounds);
}


/**
* This creates an entry, exit and movement collision criteria. These are
* then OR'ed together, and the wake up condition set to the result.
*/
public void initialize() {
theCriteria = new WakeupCriterion[3];
theCriteria[0] = new WakeupOnCollisionEntry(collidingShape);
theCriteria[1] = new WakeupOnCollisionExit(collidingShape);
theCriteria[2] = new WakeupOnCollisionMovement(collidingShape);
oredCriteria = new WakeupOr(theCriteria);
wakeupOn(oredCriteria);
}

/**
* Where the work is done in this class. A message is printed out using the
* userData of the object collided with. The wake up condition is then set
* to the OR'ed criterion again.
*/
public void processStimulus(Enumeration criteria) {
WakeupCriterion theCriterion = (WakeupCriterion) criteria.nextElement();
if (theCriterion instanceof WakeupOnCollisionEntry) {
Node theLeaf = ((WakeupOnCollisionEntry) theCriterion)
.getTriggeringPath().getObject();
System.out.println("Collided with " + theLeaf.getUserData());
} else if (theCriterion instanceof WakeupOnCollisionExit) {
Node theLeaf = ((WakeupOnCollisionExit) theCriterion)
.getTriggeringPath().getObject();
System.out.println("Stopped colliding with "
+ theLeaf.getUserData());
} else {
Node theLeaf = ((WakeupOnCollisionMovement) theCriterion)
.getTriggeringPath().getObject();
System.out.println("Moved whilst colliding with "
+ theLeaf.getUserData());
}
wakeupOn(oredCriteria);
}
}

我不能完全相信这一点,我确实从网上获得了一些关于它的信息,但是我从 1.2 版的 java3d 制作了这个版本。

关于Java-3d 碰撞检测,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/15924191/

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