【发布时间】:2016-12-13 11:18:26
【问题描述】:
我正在制作一个 3D 游戏。玩家是“相机”。我希望它不要穿过已实现的墙壁。但现在我希望它能够像在任何其他 fps 中一样沿着墙壁“滑行”。这是代码:提前致谢:
protected override void Update(GameTime gameTime)
{
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
Exit();
float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
keyState = Keyboard.GetState();
camera.Update(gameTime);
if (keyState.IsKeyDown(Keys.W)) camera.moveVector.Z = 1;
if (keyState.IsKeyDown(Keys.S)) camera.moveVector.Z = -1;
if (keyState.IsKeyDown(Keys.A)) camera.moveVector.X = 1;
if (keyState.IsKeyDown(Keys.D)) camera.moveVector.X = -1;
if (keyState.IsKeyDown(Keys.Space)&&camera.Position.Y>=0.5f) camera.moveVector.Y = 0.5f;
if (camera.moveVector != Vector3.Zero)
{
//We don't want to make the player move faster when it is going diagonally.
camera.moveVector.Normalize();
//Now we add the smoothing factor and speed factor
camera.moveVector *= (dt * camera.cameraSpeed);
Vector3 newPosition = camera.PreviewMove(camera.moveVector);
bool moveTrue = true;
if (newPosition.X < 0 || newPosition.X > Map.mazeWidth) moveTrue = false;
if (newPosition.Z < 0 || newPosition.Z > Map.mazeHeight) moveTrue = false;
foreach (BoundingBox boxes in map.GetBoundsForCell((int)newPosition.X, (int)newPosition.Z))
{
if (boxes.Contains(newPosition) == ContainmentType.Contains)
{
moveTrue = false;
}
}
if (moveTrue) camera.Move(camera.moveVector);
base.Update(gameTime);
这是执行运动的代码:
//Updating the look at vector
public void UpdateLookAt()
{
//Built a rotation matrix to rotate the direction we are looking
Matrix rotationMatrix = Matrix.CreateRotationX(cameraRotation.X) * Matrix.CreateRotationY(cameraRotation.Y);
// Build a look at offset vector
Vector3 lookAtOffset = Vector3.Transform(Vector3.UnitZ, rotationMatrix);
//Update our camera's look at the vector
cameraLookAt = (cameraPosition + lookAtOffset);
}
//Method to create movement and to check if it can move:)
public Vector3 PreviewMove(Vector3 amount)
{
//Create a rotation matrix to move the camera
Matrix rotate = Matrix.CreateRotationY(cameraRotation.Y);
//Create the vector for movement
Vector3 movement = new Vector3(amount.X, amount.Y, amount.Z);
movement = Vector3.Transform(movement, rotate);
// Give the value of the camera position +ze movement
return (cameraPosition+movement);
}
//Method that moves the camera when it hasnt'collided with anything
public void Move(Vector3 scale)
{
//Moveto the location
MoveTo(PreviewMove(scale), Rotation);
}
已经想到使用xna给出的invert方法了。但我似乎找不到正常的。我试图将相机平行于墙壁移动。但我无法做到这一点。任何帮助都表示赞赏。
【问题讨论】:
标签: c# visual-studio-2015 3d xna collision-detection