3.碰撞检测
碰撞检测的概述:
碰撞在物理学中表现为两粒子或物体间极端的相互作用。而在游戏世界中,游戏对象在游戏世界自身并不受物理左右,为了模拟真实世界的效果,需要开发者为其添加属性,以模拟真实事件的运动效果。在游戏世界里,当游戏主角与其它游戏对象发生碰撞时,都会触发一个相应的事件发生。这时候就需要开发者先检测到碰撞现象,即碰撞检测。在Genesis-3D引擎中,能检测碰撞发生的方式有两种:一种是利用碰撞器,一种是利用触发器。
碰撞检测原理:
为需要检测碰撞事件的物体创建子空Actor,作为检测碰撞物体的包装盒,用于程序对碰撞事件发生的判定。实时检测包围盒之间是否发生交叉、包含等关系时候,如若发生,及判定检测碰撞发生,触发碰撞事件。
图3-1-1
实现方法:
实现整个碰撞事件过程中,值得开发者花心思的是检测这一块内容。举例:主角攻击敌人的碰撞检测事件。在一定范围内,玩家控制主角攻击敌人,武器与敌人发生碰撞检测事件,敌人掉血。本来一系列的程序设定都十分顺畅,但这里要注意,因为碰撞检测是实时监测,但是碰撞结果掉血在这一过程中只发生一次,如何在一定事件内,只发生一次碰撞事件的成功检测,值得开发者考究一下。
步骤1:
碰撞检测体包围盒的制作。在场景中创建->空物体(空物体,即空Actor),将空Actor拖动到物体上,成为其子空Actor。
步骤2:
程序上碰撞提包围盒的创建如下所示。
01//玩家碰撞体的创建,三部分:左手、右手和身体
02public override void OnLoad()
03{
04 Actor leftActor = ActorManager.FindActiveActor("BBCollider_LeftCollider");
05 Actor rightActor = ActorManager.FindActiveActor("BBCollider_RightCollider");
06 Actor playerActor = ActorManager.FindActiveActor("BBCollider_Player");
07 playerCollder.RegistFun(playerActor,BBCollideHitCallBack);
08 leftCollder.RegistFun(leftActor ,BBCollideCallBack);
09 rightCollder.RegistFun(rightActor,BBCollideCallBack);
10 Logic.BBCollideMgr.Instance.Register(leftCollder);
11 Logic.BBCollideMgr.Instance.Register(rightCollder);
12 Logic.BBCollideMgr.Instance.Register(playerCollder);
13}
14//敌人的碰撞体创建分两部分:武器和身体。
15public override void OnLoad()//武器
16{
17 Logic.BBCollder weaponCollder = new Logic.BBCollder();
18 Actor weaponCollderActor = Owner;
19 if (weaponCollderActor != null)
20 {
21 weaponCollder.RegistFun(weaponCollderActor, BBCollideATKCallBack);
22 Logic.BBCollideMgr.Instance.Register(weaponCollder);
23 }
24}
25
26public override void OnLoad()//敌人
27{
28 string ownerNum = Owner.Name.Substring(TriggerNameHead.Length);
29 EnemyParent = ActorManager.FindActiveActor(EnemyParentNameHead + ownerNum);
30 Name = "BBCollider_Enemy001";
31 Logic.BBCollder collder = new Logic.BBCollder();
32 Actor collderActor = Owner;
33 if (collderActor != null)
34 {
35 collder.RegistFun(collderActor, BBCollideCallBack);
36 Logic.BBCollideMgr.Instance.Register(collder);
37 }
38}
步骤3:
碰撞检测。
view sourceprint?
01//实时监测碰撞状态
02public void Tick(float elapseTime)
03{
04 //遍历碰撞体容器,检测每两个碰撞体间碰撞状态
05 int iCollidersCount = Colliders.Count;
06 for (int ii = 0; ii < iCollidersCount; ++ii)
07 {
08 for (int jj = ii + 1; jj < iCollidersCount; ++jj)
09 {
10 RemoveBeCollidedActor(Colliders[ii], Colliders[jj]);
11 BoundingBox bbi = Colliders[ii].ColliderActor.WorldBoundingBox;
12 BoundingBox bbj = Colliders[jj].ColliderActor.WorldBoundingBox;
13 if (ClipStatus.Outside != bbi.Contains(bbj) && ClipStatus.Outside != bbj.Contains(bbi))
14 {
15 if (Colliders[jj].ColliderActor.IsActive && !Colliders[ii].IsContainsBeCollidedActor(Colliders[jj].ColliderActor))
16 {
17 Colliders[ii].Call(Colliders[jj].ColliderActor);
18 Colliders[ii].AddBeCollidedActor(Colliders[jj].ColliderActor);
19 }
20
21 if (Colliders[ii].ColliderActor.IsActive && !Colliders[jj].IsContainsBeCollidedActor(Colliders[ii].ColliderActor))
22 {
23 Colliders[jj].Call(Colliders[ii].ColliderActor);
24 Colliders[jj].AddBeCollidedActor(Colliders[ii].ColliderActor);
25 }
26 }
27 }
28 }
29}
30//移除碰撞对象
31private void RemoveBeCollidedActor(BBCollder actor, BBCollder beCollided)
32{
33 BoundingBox actorBox = actor.ColliderActor.WorldBoundingBox;
34 BoundingBox beCollidedBox = beCollided.ColliderActor.WorldBoundingBox;
35 if (ClipStatus.Outside == actorBox.Contains(beCollidedBox))
36 {
37 actor.RemoveBeCollidedActor(beCollided.ColliderActor);
38 }
39 if (ClipStatus.Outside == beCollidedBox.Contains(actorBox))
40 {
41 beCollided.RemoveBeCollidedActor(actor.ColliderActor);
42 }
43}
44
45//定义BBCollder类
46public class BBCollder
47{
48 public void RegistFun(Actor self, callback fun)
49 {
50 _colliderActor = self;
51 _callback = fun;
52 }
53 public void Call(Actor other)
54 {
55 _callback(other);
56 }
57//
58public void RemoveBeCollidedActor(Actor beCollidedActor)
59{
60 if (_beCollidedActors.Contains(beCollidedActor))
61 {
62 _beCollidedActors.Remove(beCollidedActor);
63 }
64}
65public bool IsContainsBeCollidedActor(Actor beCollidedActor)
66{
67 return _beCollidedActors.Contains(beCollidedActor);
68}
69public delegate void callback(Actor other);//注册回调函数???
70private callback _callback;
71private Actor _colliderActor;
72private List<actor> _beCollidedActors = new List<actor>(); //碰撞中Actor列表</actor></actor>
步骤4:
碰撞效果。举例:主角攻击敌人,敌人掉血。
01public void BBCollideHitCallBack (Actor other)
02{
03 if (other.Name.StartsWith ("BBCollider_EnemyATK"))
04 {
05 EnemyState state = Logic.EnemyMgr.Instance.EnemyState(other.Parent.Name);
06 bool judget = Logic.EnemyMgr.Instance.GetEnemyJudge(other.Parent.Name);
07 if (state == EnemyState.Attack && judget
08
&& !Logic.LogicMgr.Instance.CurPlayer.CheckDefenseState()
09
&& !Logic.LogicMgr.Instance.CurPlayer.CheckDieState())
10 {
11 int playerHP = Logic.PlayerDateMgr.Instance.HP;
12 playerHP --;
13 Logic.PlayerDateMgr.Instance.SetHP(playerHP);
14 Logic.LogicMgr.Instance.CurPlayer.State = Logic.CharacterState.Hurt;
15 }
16 }
17}
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来源:oschina
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