我刚刚开始在我的 Ogre 项目中实施子弹。我遵循此处的安装说明:http ://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+1
其余的如果教程在这里: http ://www.ogre3d.org/tikiwiki/OgreBullet+Tutorial+2
我让它工作得很好,但是现在我想把它扩展到一个手柄第一人称相机。我创建了一个 CapsuleShape 和一个 Rigid Body(就像教程为盒子所做的那样),但是当我运行游戏时,胶囊会掉下来并在地板上滚动,导致相机疯狂地摆动。
我需要一种方法来固定胶囊以使其始终保持直立,但我不知道如何
下面是我正在使用的代码。
(部分)头文件
OgreBulletDynamics::DynamicsWorld *mWorld; // OgreBullet World
OgreBulletCollisions::DebugDrawer *debugDrawer;
std::deque<OgreBulletDynamics::RigidBody *> mBodies;
std::deque<OgreBulletCollisions::CollisionShape *> mShapes;
OgreBulletCollisions::CollisionShape *character;
OgreBulletDynamics::RigidBody *characterBody;
Ogre::SceneNode *charNode;
Ogre::Camera* mCamera;
Ogre::SceneManager* mSceneMgr;
Ogre::RenderWindow* mWindow;
主文件
bool MinimalOgre::go(void)
{
...
mCamera = mSceneMgr->createCamera("PlayerCam");
mCamera->setPosition(Vector3(0,0,0));
mCamera->lookAt(Vector3(0,0,300));
mCamera->setNearClipDistance(5);
mCameraMan = new OgreBites::SdkCameraMan(mCamera);
OgreBulletCollisions::CollisionShape *Shape;
Shape = new OgreBulletCollisions::StaticPlaneCollisionShape(Vector3(0,1,0), 0); // (normal vector, distance)
OgreBulletDynamics::RigidBody *defaultPlaneBody = new OgreBulletDynamics::RigidBody(
"BasePlane",
mWorld);
defaultPlaneBody->setStaticShape(Shape, 0.1, 0.8); // (shape, restitution, friction)
// push the created objects to the deques
mShapes.push_back(Shape);
mBodies.push_back(defaultPlaneBody);
character = new OgreBulletCollisions::CapsuleCollisionShape(1.0f, 1.0f, Vector3(0, 1, 0));
charNode = mSceneMgr->getRootSceneNode()->createChildSceneNode();
charNode->attachObject(mCamera);
charNode->setPosition(mCamera->getPosition());
characterBody = new OgreBulletDynamics::RigidBody("character", mWorld);
characterBody->setShape( charNode,
character,
0.0f, // dynamic body restitution
10.0f, // dynamic body friction
10.0f, // dynamic bodymass
Vector3(0,0,0),
Quaternion(0, 0, 1, 0));
mShapes.push_back(character);
mBodies.push_back(characterBody);
...
}