我正在研究我的游戏中的墙壁碰撞,而我目前的方式是我被卡在了墙上。我试图让我的角色在墙上滑动,但仍然会发生碰撞。
我的角色离开了我使用他所面对的角度创建的矢量。
这是我的碰撞功能:
private static bool CheckForCollisions(ref Crate c1, ref Player c2,bool direction)
{
for (int i = 0; i < c1.model.Meshes.Count; i++)
{
// Check whether the bounding boxes of the two cubes intersect.
BoundingSphere c1BoundingSphere = c1.model.Meshes[i].BoundingSphere;
c1BoundingSphere.Center += c1.position + new Vector3(2, 0, 2);
c1BoundingSphere.Radius = c1BoundingSphere.Radius / 1.5f;
for (int j = 0; j < c2.model.Meshes.Count; j++)
{
BoundingSphere c2BoundingSphere = c2.model.Meshes[j].BoundingSphere;
if (direction)
c2BoundingSphere.Center += c2.position + new Vector3(c2.getPlannedDirection().X, 0, 0);
else if (!direction)
c2BoundingSphere.Center += c2.position + new Vector3(0, 0, c2.getPlannedDirection().Y);
//c2BoundingSphere.Center += c2.position;
if (c1BoundingSphere.Intersects(c2BoundingSphere))
{
return true;
}
}
}
return false;
}
这是我的更新:
for (int x = 0; x <= 29; x++)
{
for (int y = 0; y <= 29; y++)
{
if (crate[x, y].getType() == 11 && collisionEnabled)
{
if (CheckForCollisions(ref crate[x, y], ref player,true))
{
player.clearPlannedDirectionX();
//Console.Write(player.getPosition().X + "," + player.getPosition().Y + "," + player.getPosition().Z);
//movePlayer = false;
}
if (CheckForCollisions(ref crate[x, y], ref player,false))
{
player.clearPlannedDirectionZ();
//Console.Write(player.getPosition().X + "," + player.getPosition().Y + "," + player.getPosition().Z);
//movePlayer = false;
}
}
}
}