我正在使用jBullet和OpenGL来创建一个基本的游戏引擎。我创建了两个名为ObjectSurface
和ObjectEntity
的类。基本上ObjectSurface没有质量,因此它们不会移动,而ObjectEntity可以通过碰撞或重力移动。
我使用名为cameraHolder
的ObjectEntity对象创建了一个Camera,这样它就可以掉落并发生碰撞。
问题是cameraHolder
应该在按下特定的 WASD 键时移动,但它只移动一个单位并且不再移动。释放按钮后,它会将一个单位移动到相反的方向,以便您处于同一位置。在cameraHolder
移动后,相机的 XYZ 设置为cameraHolder
的 XYZ 坐标。
然而,该运动适用于由于重力而下落的jBullet引起的运动。
当我不使用jBullet更新时,cameraHolder正常移动。所以问题应该是jBullet更新。 我将在代码中显示它。
问题:为什么cameraHolder只移动1个单位,然后在按下特定的 WASD 按钮时返回?
以下是Camera.java
类中移动的代码:
public void move(float amount, float direction) {
if(!still){
if (direction == MOVE_BACKWARD) {
//MOVE BACKWARDS (CODE NOT NEEDED, WORKS WITHOUT CAMERA CARRIER)
}
if (direction == MOVE_FORWARD) {
//MOVE FORWARD
}
if (direction == MOVE_LEFT) {
//MOVE LEFT
}
if (direction == MOVE_RIGHT) {
//MOVE RIGHT
}
}
}
public void carryCamera() {
if(!still){
x = cameraHolder.pos.x;
y = cameraHolder.pos.y;
z = cameraHolder.pos.z;
}
}
以下是ObjectEntity
的创建方式:
private void createShape() {
DefaultMotionState fallMotionState = new DefaultMotionState(new Transform(new Matrix4f(new Quat4f(0, 0, 0, 1), new Vector3f(pos.x, pos.y, pos.z), 1.0f)));
Vector3f fallInertia = new Vector3f(0,0,0);
shape.calculateLocalInertia(mass,fallInertia);
RigidBodyConstructionInfo fallRigidBodyCI = new RigidBodyConstructionInfo(mass,fallMotionState,shape,fallInertia);
body = new RigidBody(fallRigidBodyCI);
Engine.getDynamicsWorld().addRigidBody(body);
}
以下是物理世界的创建方式:
private static void initPhysics() {
BroadphaseInterface broadphase = new DbvtBroadphase();
DefaultCollisionConfiguration collisionConfiguration = new DefaultCollisionConfiguration();
CollisionDispatcher dispatcher = new CollisionDispatcher(collisionConfiguration);
SequentialImpulseConstraintSolver solver = new SequentialImpulseConstraintSolver();
dynamicsWorld = new DiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
dynamicsWorld.setGravity(Game.gravity);
}
如何获取输入并更新物理(可疑代码在本部分):
public static Vector3f gravity = new Vector3f(0, -10, 0); //GRAVITY
private ArrayList<Object> objects; //ALL THE OBJECTS IN THE GAME (CAMERAHOLDER IS IN HERE)
//GETTING INPUT, USING move() METHOD IN CAMERA CLASS TO MOVE HOLDER.
public void getInput() {
if (Keyboard.isKeyDown(Keyboard.KEY_LCONTROL))
speedMultiplier = 3;
if (Keyboard.isKeyDown(Keyboard.KEY_W))
cam.move(cam.getMoveSpeed() * speedMultiplier, Camera.MOVE_FORWARD);
if (Keyboard.isKeyDown(Keyboard.KEY_S))
cam.move(cam.getMoveSpeed() * speedMultiplier, Camera.MOVE_BACKWARD);
if (Keyboard.isKeyDown(Keyboard.KEY_A))
cam.move(cam.getMoveSpeed() * speedMultiplier, Camera.MOVE_LEFT);
if (Keyboard.isKeyDown(Keyboard.KEY_D))
cam.move(cam.getMoveSpeed() * speedMultiplier, Camera.MOVE_RIGHT);
cam.carryCamera(); //MOVES THE ACTUAL CAMERA TO THE HOLDER.
speedMultiplier = 1;
}
public void update() {
applyJBullet();
}
//AND JBULLET PHYSICS ARE APPLIED HERE (SUSPICIOUS CODE!!!)
public void applyJBullet(){
Engine.getDynamicsWorld().stepSimulation(1/60.f, 10); //SIMULATES NEXT FRAME
for (Object o : objects) {
if(o.getMass() >= 1){ //ALL THE OBJECTS WITH MASS ARE FOUND
Transform trans = new Transform(); //CREATING A NEW TRANSFORM
o.getBody().getMotionState().getWorldTransform(trans); //GET THE SIMULATED LOCATION
//It still doesn't work when I do: "trans.origin.x+=2" here. The same problem occurs.
o.setPos(trans.origin); //AND SET IT AS THE OBJECTS POSITION
}
}
}
答案 0 :(得分:0)
我认为比使用盒子形状更好的原因是拥有一个运动体。要将相机机身转变为“运动机身”(最好由用户移动单向碰撞),请拨打以下电话:
body.setCollisionFlags(body.getCollisionFlags() | CollisionFlags.KINEMATIC_OBJECT);
body.setActivationState(CollisionObject.DISABLE_DEACTIVATION);