我使用jBullet和OpenGL来创建一个基本的游戏引擎。我创建了两个类,名为ObjectSurface和ObjectEntity。基本上,ObjectSurface没有质量,所以它们不会移动,ObjectEntity可以通过碰撞或重力来移动。
我创建了一个带有ObjectEntity对象的照相机,名为cameraHolder,这样它就可以掉下来,并发生碰撞等等。
问题是,当按下特定的cameraHolder WASD键时,它应该移动,但它只移动一个单元,不再移动。当按钮被释放时,它会将一个单元移动到相反的方向,从而使您处于相同的位置。在cameraHolder移动之后,相机的XYZ被设置为cameraHolder的XYZ坐标。
然而,该运动适用于由于重力而下降的jBullet所引起的运动。
当我不使用jBullet更新时,cameraHolder就会正常移动。因此,问题应该是jBullet更新。我将在代码中展示这一点。
问题:为什么cameraHolder只移动一个单元,然后当按下特定的WASD按钮时返回?
下面是Camera.java类中运动的代码:
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;
}
}下面是如何创建ObjectEntity:
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);
}以下是物理世界是如何创建的:
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);
}如何获取输入和更新物理(本部分中有可疑代码):
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
}
}
}发布于 2013-08-20 14:59:57
我认为比仅仅使用盒子形状更好的原因是要有一个运动体。若要将相机机身转换为“运动体”(更好的单向碰撞,由用户移动),请调用以下命令:
body.setCollisionFlags(body.getCollisionFlags() | CollisionFlags.KINEMATIC_OBJECT);
body.setActivationState(CollisionObject.DISABLE_DEACTIVATION);https://stackoverflow.com/questions/18191957
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