Libgdx - 子弹物理第三人称相机,物体随时间变小或远离相机

时间:2014-11-26 08:14:09

标签: 3d camera libgdx flicker bullet

我尝试过使用自由落下(重力下)子弹球的非常简单的第三人称相机。 在render()中,我试图将相机位置设置在球体上方,并根据球体的移动方向设置相机的外观。

球体最初的渲染时间很短,但稍后会逐渐(大约在5秒后)变小或者可能会远离相机或观察到球体大小的波动。

我使用了以下代码:

package a.b.c;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.btBoxShape;
import com.badlogic.gdx.physics.bullet.collision.btBroadphaseInterface;
import com.badlogic.gdx.physics.bullet.collision.btCollisionConfiguration;
import com.badlogic.gdx.physics.bullet.collision.btCollisionDispatcher;
import com.badlogic.gdx.physics.bullet.collision.btCollisionShape;
import com.badlogic.gdx.physics.bullet.collision.btDbvtBroadphase;
import com.badlogic.gdx.physics.bullet.collision.btDefaultCollisionConfiguration;
import com.badlogic.gdx.physics.bullet.collision.btSphereShape;
import com.badlogic.gdx.physics.bullet.dynamics.btConstraintSolver;
import com.badlogic.gdx.physics.bullet.dynamics.btDiscreteDynamicsWorld;
import com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld;
import com.badlogic.gdx.physics.bullet.dynamics.btRigidBody;
import com.badlogic.gdx.physics.bullet.dynamics.btRigidBody.btRigidBodyConstructionInfo;
import com.badlogic.gdx.physics.bullet.dynamics.btSequentialImpulseConstraintSolver;
import com.badlogic.gdx.physics.bullet.linearmath.btDefaultMotionState;
import com.badlogic.gdx.tests.bullet.BaseBulletTest;
import com.badlogic.gdx.tests.bullet.BulletTest;
    import com.badlogic.gdx.utils.Array;


public class BasicBulletTest1 implements ApplicationListener {
    ModelBatch modelBatch;
    Environment lights;
    btRigidBody sphereBody ;
    ModelBuilder modelBuilder = new ModelBuilder();
    ModelInstance sphere;
    btCollisionConfiguration collisionConfiguration;
    btCollisionDispatcher dispatcher;
    btBroadphaseInterface broadphase;
    btConstraintSolver solver;
    btDynamicsWorld collisionWorld;
    Vector3 gravity = new Vector3(0, -9.81f, 0);
    Vector3 tempVector = new Vector3();

    Array<Model> models = new Array<Model>();
    Array<ModelInstance> instances = new Array<ModelInstance>();
    Array<btDefaultMotionState> motionStates = new Array<btDefaultMotionState>();
    Array<btRigidBodyConstructionInfo> bodyInfos = new Array<btRigidBodyConstructionInfo>();
    Array<btCollisionShape> shapes = new Array<btCollisionShape>();
    Array<btRigidBody> bodies = new Array<btRigidBody>();
    public PerspectiveCamera camera;
    @Override
    public void create () {



        lights = new Environment();
        lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.f));
        lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1f, -0.7f));

        // Set up the camera
final float width = Gdx.graphics.getWidth();
final float height = Gdx.graphics.getHeight();
if (width > height)
    camera = new PerspectiveCamera(67f, 3f * width / height, 3f);
else
    camera = new PerspectiveCamera(67f, 3f, 3f * height / width);
camera.position.set(0f, 35f, 0f);
camera.lookAt(0, 0, 0);
camera.update();
// Create the model batch
modelBatch = new ModelBatch();
// Create some basic models
final Model groundModel = modelBuilder.createRect(
    20f,
    0f,
    -20f,
    -20f,
    0f,
    -20f,
    -20f,
    0f,
    20f,
    20f,
    0f,
    20f,
    0,
    1,
    0,
    new Material(ColorAttribute.createDiffuse(Color.BLUE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute
        .createShininess(16f)), Usage.Position | Usage.Normal);
models.add(groundModel);
final Model sphereModel = modelBuilder.createSphere(
    1f,
    1f,
    1f,
    10,
    10,
    new Material(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute
        .createShininess(64f)), Usage.Position | Usage.Normal);
models.add(sphereModel);
// Load the bullet library
BaseBulletTest.init(); // Normally use: Bullet.init();
// Create the bullet world
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
collisionWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
collisionWorld.setGravity(gravity);
// Create the shapes and body construction infos
btCollisionShape groundShape = new btBoxShape(tempVector.set(20, 0, 20));
shapes.add(groundShape);
btRigidBodyConstructionInfo groundInfo = new btRigidBodyConstructionInfo(0f, null, groundShape, Vector3.Zero);
bodyInfos.add(groundInfo);
btCollisionShape sphereShape = new btSphereShape(0.5f);
shapes.add(sphereShape);
sphereShape.calculateLocalInertia(1f, tempVector);
btRigidBodyConstructionInfo sphereInfo = new btRigidBodyConstructionInfo(1f, null, sphereShape, tempVector);
bodyInfos.add(sphereInfo);
// Create the ground
ModelInstance ground = new ModelInstance(groundModel);
instances.add(ground);
btDefaultMotionState groundMotionState = new btDefaultMotionState();
groundMotionState.setWorldTransform(ground.transform);
motionStates.add(groundMotionState);
btRigidBody groundBody = new btRigidBody(groundInfo);
groundBody.setMotionState(groundMotionState);
bodies.add(groundBody);
collisionWorld.addRigidBody(groundBody);
// Create the spheres
//for (float x = -10f; x <= 10f; x += 2f) {
//for (float y = 5f; y <= 15f; y += 2f) {
//for (float z = 0f; z <= 0f; z += 2f) {
float x=30,y=10,z=-10;
             sphere = new ModelInstance(sphereModel);
            instances.add(sphere);
            sphere.transform.trn(x + 0.1f * MathUtils.random(), y + 0.1f * MathUtils.random(), z + 0.1f * MathUtils.random());
            btDefaultMotionState sphereMotionState = new btDefaultMotionState();
            sphereMotionState.setWorldTransform(sphere.transform);
            motionStates.add(sphereMotionState);
             sphereBody = new btRigidBody(sphereInfo);
            sphereBody.setMotionState(sphereMotionState);
            bodies.add(sphereBody);
            collisionWorld.addRigidBody(sphereBody);
        //}
//}
//}
}
private Vector3 positionOld=new Vector3();
private Vector3 positionNew=new Vector3();

@Override
public void render () {
    sphereBody.getWorldTransform().getTranslation(positionOld);     


    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);


    ((btDynamicsWorld)collisionWorld).stepSimulation(Gdx.graphics.getDeltaTime(), 5);


    int c = motionStates.size;
    for (int i = 0; i < c; i++) {
        motionStates.get(i).getWorldTransform(instances.get(i).transform);
    }

    modelBatch.begin(camera);
    modelBatch.render(instances, lights);
    modelBatch.end();



    //super.render();
sphereBody.getWorldTransform().getTranslation(positionNew);

Vector3 subV=positionNew.cpy();
Vector3 temp=positionNew.cpy();
subV.sub(positionOld);
//System.out.println("OLD: "+positionOld+" NEW: "+positionNew+" Temp"+temp);
//positionNew.z=positionNew.z+3;
temp.y=temp.y+3;
camera.position.set(temp);
System.out.println(subV.y+"                                                                             "+Gdx.graphics.getDeltaTime()+"        "+positionOld);
    camera.lookAt(positionNew.add(subV));
    camera.update();
}

@Override
public void dispose () {
    collisionWorld.dispose();
    solver.dispose();
    broadphase.dispose();
    dispatcher.dispose();
    collisionConfiguration.dispose();

    for (btRigidBody body : bodies)
        body.dispose();
    bodies.clear();
    for (btDefaultMotionState motionState : motionStates)
        motionState.dispose();
    motionStates.clear();
    for (btCollisionShape shape : shapes)
        shape.dispose();
    shapes.clear();
    for (btRigidBodyConstructionInfo info : bodyInfos)
        info.dispose();
    bodyInfos.clear();

    modelBatch.dispose();
    instances.clear();
    for (Model model : models)
        model.dispose();
    models.clear();
}

@Override
public void resize (int width, int height) {
    // TODO Auto-generated method stub

}

@Override
public void pause () {
    // TODO Auto-generated method stub

}

@Override
public void resume () {
    // TODO Auto-generated method stub

    }
}

这是入门级

import a.b.c.BasicBulletTest1;

import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;

public class Main {
    public static void main(String[] args) {
        LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
        cfg.title = "hello-world";

        cfg.width = 640;
        cfg.height = 480;

        new LwjglApplication(new BasicBulletTest1(), cfg);

    }
}

任何人都可以帮我解决这个问题,也请帮我创建一个简单的第三人称相机。

任何人都可以帮助我吗... 我需要一个第三人称相机用于libgdx 3d

谢谢。

1 个答案:

答案 0 :(得分:0)

Vector3 subV=positionNew.cpy();
subV.sub(positionOld);
camera.lookAt(positionNew.add(subV));

这相当于

camera.lookAt(positionNew + positionNew - positionOld); // Hypothetical non-java code

一段时间后,positionNewpositionOld之间的差异将变得很大。

最好将subV标准化为稳定的固定幅度。

希望这有帮助。