我刚刚开始在我的Ogre项目中实施bullet。我按照安装说明进行操作:http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1
其余如果教程在这里: http://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2
我得到了很好的工作但现在我想把它扩展到一个第一人称相机的手柄。我创建了一个CapsuleShape和一个Rigid Body(就像教程对盒子做的那样)但是当我运行游戏时,胶囊会翻倒并在地板上滚动,导致相机疯狂地摆动。
我需要一种方法来修复胶囊以保持直立,但我不知道如何
以下是我正在使用的代码。
(部分)头文件
OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World
OgreBulletCollisions::DebugDrawer *debugDrawer;
std::deque<OgreBulletDynamics::RigidBody *> mBodies;
std::deque<OgreBulletCollisions::CollisionShape *> mShapes;
OgreBulletCollisions::CollisionShape *character;
OgreBulletDynamics::RigidBody *characterBody;
Ogre::SceneNode *charNode;
Ogre::Camera* mCamera;
Ogre::SceneManager* mSceneMgr;
Ogre::RenderWindow* mWindow;
主档
bool MinimalOgre::go(void)
{
...
mCamera = mSceneMgr->createCamera("PlayerCam");
mCamera->setPosition(Vector3(0,0,0));
mCamera->lookAt(Vector3(0,0,300));
mCamera->setNearClipDistance(5);
mCameraMan = new OgreBites::SdkCameraMan(mCamera);
OgreBulletCollisions::CollisionShape *Shape;
Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance)
OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody(
"BasePlane",
mWorld);
defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction)
// push the created objects to the deques
mShapes.push_back(Shape);
mBodies.push_back(defaultPlaneBody);
character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0));
charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
charNode->attachObject(mCamera);
charNode->setPosition(mCamera->getPosition());
characterBody = new OgreBulletDynamics::RigidBody("character", mWorld);
characterBody->setShape( charNode,
character,
0.0f, // dynamic body restitution
10.0f, // dynamic body friction
10.0f, // dynamic bodymass
Vector3(0,0,0),
Quaternion(0, 0, 1, 0));
mShapes.push_back(character);
mBodies.push_back(characterBody);
...
}
答案 0 :(得分:3)
您可以锁定胶囊的角度运动,以防止它翻倒。 Ogre不会直接公开此功能,但您应该能够访问底层的子弹体以完成您的需要:
characterBody->getBulletRigidBody()->setAngularFactor(btVector3(0.0f,1.0f,0.0f));
这会锁定xaxis和zaxis上的旋转,防止胶囊翻倒,但允许旋转yaxis,这样角色仍然可以转动。
在某些时候,您可能希望使用运动角色控制器,但这是对不同问题的回答。