我创建了这个函数,它在我的渲染循环中调用以检测碰撞并移动玩家/相机(这是第一人称游戏)使用命名为 CubeGeometry 的碰撞检测,该 CubeGeometrypCube
被移动以匹配每一帧的相机:
// Player movements
function pMovements() {
mPlayer.colBottom = false;
pCube.position.x = mPlayer.yawObject.position.x + 50; // The cube is placed +50 so we can see/debug it.
pCube.position.y = mPlayer.yawObject.position.y - 10;
pCube.position.z = mPlayer.yawObject.position.z;
// -- COLLISION DETECTION START --
var originPoint = pCube.position.clone();
for (var vertexIndex = 0; vertexIndex < pCube.geometry.vertices.length; vertexIndex++)
{
var localVertex = pCube.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( pCube.matrix );
var directionVector = globalVertex.sub( pCube.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize() );
var collisionResults = ray.intersectObjects( collidableMeshList );
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() ) {
// Bottom vertices
if (vertexIndex == 2 || vertexIndex == 3 || vertexIndex == 6 || vertexIndex == 7) {
mPlayer.colBottom = true;
mPlayer.velocity.y = Math.max( 0, mPlayer.velocity.y ); // Stop falling
}
}
}
// -- COLLISION DETECTION END --
var delta = (Date.now() - time) * 0.1;
mPlayer.velocity.x += (-mPlayer.velocity.x) * 0.08 * delta; // walking
mPlayer.velocity.z += (-mPlayer.velocity.z) * 0.08 * delta; // walking
if (mPlayer.colBottom == false) {
mPlayer.velocity.y -= 0.1 * delta; // falling
}
if (mPlayer.moveForward) mPlayer.velocity.z -= mPlayer.speed * delta;
if (mPlayer.moveBack) mPlayer.velocity.z += mPlayer.speed * delta;
if (mPlayer.moveLeft) mPlayer.velocity.x -= mPlayer.speed * delta;
if (mPlayer.moveRight) mPlayer.velocity.x += mPlayer.speed * delta;
mPlayer.yawObject.translateX(mPlayer.velocity.x);
mPlayer.yawObject.translateY(mPlayer.velocity.y);
mPlayer.yawObject.translateZ(mPlayer.velocity.z);
if (mPlayer.yawObject.position.y < -2000) {
// Player has fallen out of bounds :( so re-initialise the players position
mPlayer.velocity.y = 0;
mPlayer.yawObject.position.y = 100;
mPlayer.yawObject.position.x = 0;
mPlayer.yawObject.position.z = 0;
mPlayer.yawObject.rotation.y = 0;
mPlayer.pitchObject.rotation.x = 0;
}
if (mPlayer.moveDown) {
mPlayer.yawObject.position.y -= 1;
}
if (mPlayer.moveUp) {
mPlayer.yawObject.position.y += 1;
}
}
单击此处查看演示。
WASD 移动。跳跃的空间(有点)。黑色立方体/矩形反映了相机在 x 轴上的位置 +50。在立方体上检测到碰撞。
基本上我对此有两个问题。我应该使用立方体的顶点还是面来检测碰撞?如果对象比立方体小,则不会检测到碰撞,因为它不会碰到任何顶点。那么我应该为面孔重写它吗?
其次,当检测到碰撞时,如何防止立方体掉得太远。如果您查看演示,当立方体从某物上掉下来时,它会在停止之前继续下落一段时间。我认为与此有关,mPlayer.velocity.y
但我无法修复它。即使是跳跃也会使立方体沉入地板深处。