由于我正在做的一个学校项目,我最近开始学习 XNA 和 C#。我在 YouTube 上按照本教程学习了 XNA 如何与 3D 配合使用: http ://www.youtube.com/watch?v=XkpZLzT5OV4
它实际上工作得很好,我已经对我的项目进行了一些修改/添加了一些功能。我最近开始实现碰撞检测,它使用 BoundingBoxes 效果很好,但相机在碰撞时会停止。我希望它像其他第一人称游戏一样在墙上滑动。基本上,如果运动指向墙壁,相机就会停止。我希望相机在墙上“滑动”,消除指向墙壁的运动,使其仅与墙壁平行。我希望这是有道理的。这样,玩家在接触墙壁时仍然可以四处移动。我在google上看了很多帖子,发现我需要玩玩家的速度。但是,我的代码中没有实现任何速度,而且我没有
这是我的主要课程:
这是我的相机课:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Diagnostics;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace Deimos
{
class Camera : GameComponent
{
// ...
// Constructor
public Camera(Game game, Vector3 position, Vector3 rotation, float speed)
: base(game)
{
CameraSpeed = speed;
// Setup projection matrix
Projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.PiOver4,
Game.GraphicsDevice.Viewport.AspectRatio,
0.05f,
1000.0f // Draw distance
);
// Set the camera position and rotation
moveTo(position, rotation);
PreviousMouseState = Mouse.GetState();
}
// Set camera position and rotation
private void moveTo(Vector3 position, Vector3 rotation)
{
// Thanks to the properties set at the beginning, setting up these values will execute
// the code inside the property (i.e update our vectors)
Position = position;
Rotation = rotation;
}
// Update the look at vector
private void updateLookAt()
{
// Build a rotation matrix
Matrix rotationMatrix = Matrix.CreateRotationX(CameraRotation.X) * Matrix.CreateRotationY(CameraRotation.Y);
// Build look at offset vector
Vector3 lookAtOffset = Vector3.Transform(Vector3.UnitZ, rotationMatrix);
// Update our camera's look at vector
CameraLookAt = CameraPosition + lookAtOffset;
}
// Methods that simulate movement
private Vector3 previewMove(Vector3 amount)
{
// Create a rotate matrix
Matrix rotate = Matrix.CreateRotationY(CameraRotation.Y);
// Create a movement vector
Vector3 movement = new Vector3(amount.X, amount.Y, amount.Z);
movement = Vector3.Transform(movement, rotate);
// Return the value of camera position + movement vector
if (Collision.CheckCollision(CameraPosition + movement)) // Testing for the UPCOMING position
{
return CameraPosition;
}
else
{
return CameraPosition + movement;
}
}
// Method that actually moves the camera
private void move(Vector3 scale)
{
moveTo(previewMove(scale), Rotation);
}
// Update method, overriding the original one
public override void Update(GameTime gameTime)
{
float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;
CurrentMouseState = Mouse.GetState();
// Let's get user inputs
KeyboardState ks = Keyboard.GetState();
// Handle basic key movement
Vector3 moveVector = Vector3.Zero;
if (ks.IsKeyDown(ForwardKey))
{
moveVector.Z = 1;
}
if (ks.IsKeyDown(BackKey))
{
moveVector.Z = -1;
}
if (ks.IsKeyDown(LeftKey))
{
moveVector.X = 1;
}
if (ks.IsKeyDown(RightKey))
{
moveVector.X = -1;
}
if (ks.IsKeyDown(Keys.Up))
{
moveVector.Y = 1;
}
if (ks.IsKeyDown(Keys.Down))
{
moveVector.Y = -1;
}
if (moveVector != Vector3.Zero) // If we are actually moving (if the vector changed depending on the ifs)
{
// Normalize that vector so that we don't move faster diagonally
moveVector.Normalize();
// Now we add in move factor and speed
moveVector *= dt * CameraSpeed;
DebugScreen.Log(moveVector.ToString());
// Move camera!
move(moveVector);
}
// Handle mouse movement
float deltaX;
float deltaY;
if (CurrentMouseState != PreviousMouseState)
{
// Cache mouse location
deltaX = CurrentMouseState.X - (Game.GraphicsDevice.Viewport.Width / 2); // We devide by 2 because mouse will be in the center
deltaY = CurrentMouseState.Y - (Game.GraphicsDevice.Viewport.Height / 2);
MouseRotationBuffer.X -= MouseSpeed * deltaX * dt;
MouseRotationBuffer.Y -= MouseSpeed * deltaY * dt;
// Limit the user so he can't do an unlimited movement with his mouse (like a 7683°)
if(MouseRotationBuffer.Y < MathHelper.ToRadians(-75.0f))
MouseRotationBuffer.Y = MouseRotationBuffer.Y - (MouseRotationBuffer.Y - MathHelper.ToRadians(-75.0f));
if(MouseRotationBuffer.Y > MathHelper.ToRadians(75.0f))
MouseRotationBuffer.Y = MouseRotationBuffer.Y - (MouseRotationBuffer.Y - MathHelper.ToRadians(75.0f));
float mouseInverted = (MouseInverted == true) ? 1 : -1;
Rotation = new Vector3(
mouseInverted * MathHelper.Clamp(
MouseRotationBuffer.Y,
MathHelper.ToRadians(-75.0f),
MathHelper.ToRadians(75.0f)
),
MathHelper.WrapAngle(MouseRotationBuffer.X),
// This is so the camera isn't going really fast after some time
// (as we are increasing the speed with time)
0
);
// Resetting them
deltaX = 0;
deltaY = 0;
}
// Putting the cursor in the middle of the screen
Mouse.SetPosition(Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height / 2);
PreviousMouseState = CurrentMouseState;
base.Update(gameTime);
}
}
}
这是我的碰撞课:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
namespace Deimos
{
class Collision
{
// ...
public Boolean CheckCollision(Vector3 cameraPosition)
{
// Creating the sphere of the camera for later collisions checks
BoundingBox cameraBox = new BoundingBox(
new Vector3(
cameraPosition.X - (PlayerDimention.X / 2),
cameraPosition.Y - (PlayerDimention.Y),
cameraPosition.Z - (PlayerDimention.Z / 2)
),
new Vector3(
cameraPosition.X + (PlayerDimention.X / 2),
cameraPosition.Y,
cameraPosition.Z + (PlayerDimention.Z / 2)
)
);
// Let's check for collision with our boxes
if (CollisionBoxesArray != null)
{
for (int i = 0; i < CollisionBoxesArray.Length; i++)
{
if (CollisionBoxesArray[i].Contains(cameraBox) != ContainmentType.Disjoint) // If our player is inside the collision region
return true;
}
}
if (CollisionSpheresArray != null)
{
// And with our spheres
for (int i = 0; i < CollisionSpheresArray.Length; i++)
{
if (CollisionSpheresArray[i].Contains(cameraBox) != ContainmentType.Disjoint)
return true;
}
}
return false;
}
}
}
我真的不知道该怎么办。非常感谢。
编辑:我更新了我的帖子,删除了一些不必要的代码,因此对您来说更具可读性。我也更好地解释了我的问题。