想象一个立方体,每个面上都有 4 个推进器,就像一个小型太空舱。这些共同产生 12 个方向的推力(向前、向后、向左、向右、向上、向下、+Yaw、-Yaw、+Pitch、-Pitch、+Roll、-Roll)
计算每个方向的推力并(应该)在每个游戏循环中实施。
我的旋转(偏航,俯仰和滚动)就像一个魅力......但我太愚蠢了,无法将线性推力(在对象的方向本地生成)整合到我的对象的单个全局平移中,同时保持(但略有衰减)每隔一个方向的累积速度。
问题出在最后几行代码中。请帮忙!
extends KinematicBody
var Decay:float = 2.0;
var CurrDecay:float = 0.0;
var ThrustX:float = 0.0;
var ThrustY:float = 0.0;
var ThrustZ:float = 0.0;
var ThrustMax:float = 50.0;#Meters/Second
var RotateY:float = 0.0;
var RotateX:float = 0.0;
var RotateZ:float = 0.0;
var RotateMax:float = 10.0;#Degrees/Second
onready var Velocity:Vector3 = transform.origin;
func _process(delta):
if Input.is_action_pressed("Shift"):
if Input.is_action_pressed("Pitch+"):
RotateX -= (RotateMax-abs(RotateX)) * delta;
if Input.is_action_pressed("Pitch-"):
RotateX += (RotateMax-RotateX) * delta;
if Input.is_action_pressed("ThrustLeft"):
ThrustX -= (ThrustMax-abs(ThrustX)) * delta;
if Input.is_action_pressed("ThrustRight"):
ThrustX += (ThrustMax-ThrustX) * delta;
if Input.is_action_pressed("ThrustUp"):
ThrustY += (ThrustMax-ThrustY) * delta;
if Input.is_action_pressed("ThrustDown"):
ThrustY -= (ThrustMax-abs(ThrustY)) * delta;
else:
if Input.is_action_pressed("ThrustFront"):
ThrustZ -= (ThrustMax-abs(ThrustZ)) * delta;
if Input.is_action_pressed("ThrustBack"):
ThrustZ += (ThrustMax-ThrustZ) * delta;
if Input.is_action_pressed("Yaw+"):
RotateY += (RotateMax-RotateY) * delta;
if Input.is_action_pressed("Yaw-"):
RotateY -= (RotateMax-abs(RotateY)) * delta;
if Input.is_action_pressed("Roll+"):
RotateZ -= (RotateMax-abs(RotateZ)) * delta;
if Input.is_action_pressed("Roll-"):
RotateZ += (RotateMax-RotateZ) * delta;
#DAMPEN
CurrDecay = delta*Decay;
RotateX = lerp(RotateX,0.0,CurrDecay);
RotateY = lerp(RotateY,0.0,CurrDecay);
RotateZ = lerp(RotateZ,0.0,CurrDecay);
ThrustX = lerp(ThrustX,0.0,CurrDecay);
ThrustY = lerp(ThrustY,0.0,CurrDecay);
ThrustZ = lerp(ThrustZ,0.0,CurrDecay);
#EXECUTE
rotate_object_local(Vector3.FORWARD,deg2rad(RotateZ));
rotate_object_local(Vector3.RIGHT,deg2rad(RotateX));
rotate_object_local(Vector3.UP,deg2rad(RotateY));
#MY MISGUIDED LOW-IQ ATTEMP TO DO ACTUAL MOVEMENT
var ThrustVector = Vector3(ThrustX,ThrustY,ThrustZ)/100;
global_translate(ThrustVector);# ???
#move_and_collide(ThrustVector);# ???
#translate(ThrustVector);# ???
在这里感谢任何帮助:)