【问题标题】:jMonkeyEngine - how to get a body part which was collidingjMonkeyEngine - 如何获得碰撞的身体部位
【发布时间】:2014-12-30 17:11:31
【问题描述】:
我正在 jMonkeyEngine 中制作一个游戏,其中 2 个角色一起战斗。我希望该程序获取有关与简单身体部位碰撞的信息。例如,如果我给一个角色打拳,程序就会知道身体部位。我知道 jMonkey 可以为我提供有关骨架的信息,但碰撞发生在几何之间。我的想法是创建一组对象作为角色并在 jME 中获取几何图形。这是个好主意吗?我在 Blender 中创建对象。
【问题讨论】:
标签:
character
jmonkeyengine
collision
【解决方案1】:
您可以尝试使用更简单的几何形状来近似您的形状,并将其用于碰撞。对于一个角色,我可以使用圆柱体和辅助类BetterCharacterControl。
private BetterCharacterControl characterControl;
@Override
public void simpleUpdate(float tpf) {
characterControl.setGravity(planetAppState.getGravity());
// Get current forward and left vectors of model by using its rotation
// to rotate the unit vectors
Vector3f modelForwardDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_Z);
Vector3f modelLeftDir = characterNode.getWorldRotation().mult(Vector3f.UNIT_X);
// WalkDirection is global!
// You *can* make your character fly with this.
walkDirection.set(0, 0, 0);
if (leftStrafe) {
walkDirection.addLocal(modelLeftDir.mult(5));
} else if (rightStrafe) {
walkDirection.addLocal(modelLeftDir.negate().multLocal(5));
}
if (forward) {
walkDirection.addLocal(modelForwardDir.mult(5));
} else if (backward) {
walkDirection.addLocal(modelForwardDir.negate().multLocal(5));
}
characterControl.setWalkDirection(walkDirection);
// ViewDirection is local to characters physics system!
// The final world rotation depends on the gravity and on the state of
// setApplyPhysicsLocal()
if (leftRotate) {
Quaternion rotateL = new Quaternion().fromAngleAxis(FastMath.PI * tpf, Vector3f.UNIT_Y);
rotateL.multLocal(viewDirection);
} else if (rightRotate) {
Quaternion rotateR = new Quaternion().fromAngleAxis(-FastMath.PI * tpf, Vector3f.UNIT_Y);
rotateR.multLocal(viewDirection);
}
characterControl.setViewDirection(viewDirection);
if (walkDirection.length() == 0) {
if (!"Idle".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Idle", 1f);
}
} else {
if (!"Walk".equals(animationChannel.getAnimationName())) {
animationChannel.setAnim("Walk", 0.7f);
}
}
}
你可以使用碰撞形状
private CylinderCollisionShape shape;
并使用 jme3 的辅助类来获取碰撞数据
CollisionResults results = new CollisionResults();
// System.out.println("1 #Collisions between" + ufoNode.getName()
// + " and " + jumpgateSpatial.getName() + ": " + results.size());
ufoNode.collideWith((BoundingBox) jumpgateSpatial.getWorldBound(),
results);
// System.out.println("2 #Collisions between" + ufoNode.getName()
// + " and " + jumpgateSpatial.getName() + ": " + results.size());
CollisionResults results2 = new CollisionResults();
// Use the results
if (results.size() > 0 && playtime > 50000) {
System.out.println("playtime" + playtime);
System.out.println("#Collisions between" + ufoNode.getName()
+ " and " + jumpgateSpatial.getName() + ": "
+ results.size());
// how to react when a collision was detected
CollisionResult closest = results.getClosestCollision();
System.out.println("What was hit? "
+ closest.getGeometry().getName());
System.out
.println("Where was it hit? " + closest.getContactPoint());
System.out.println("Distance? " + closest.getDistance());
ufoControl
.setPhysicsLocation(jumpGateControl2.getPhysicsLocation());
System.out.println("Warped");
} else {
// how to react when no collision occured
}
if (results2.size() > 0) {
System.out.println("Number of Collisions between"
+ ufoNode.getName() + " and " + moon.getName() + ": "
+ results2.size());
// how to react when a collision was detected
CollisionResult closest2 = results2.getClosestCollision();
System.out.println("What was hit? "
+ closest2.getGeometry().getName());
System.out.println("Where was it hit? "
+ closest2.getContactPoint());
System.out.println("Distance? " + closest2.getDistance());
}