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。
//玩家碰撞体的创建,三部分:左手、右手和身体 public override void OnLoad() { Actor leftActor = ActorManager.FindActiveActor("BBCollider_LeftCollider"); Actor rightActor = ActorManager.FindActiveActor("BBCollider_RightCollider"); Actor playerActor = ActorManager.FindActiveActor("BBCollider_Player"); playerCollder.RegistFun(playerActor,BBCollideHitCallBack); leftCollder.RegistFun(leftActor ,BBCollideCallBack); rightCollder.RegistFun(rightActor,BBCollideCallBack); Logic.BBCollideMgr.Instance.Register(leftCollder); Logic.BBCollideMgr.Instance.Register(rightCollder); Logic.BBCollideMgr.Instance.Register(playerCollder); } //敌人的碰撞体创建分两部分:武器和身体。 public override void OnLoad()//武器 { Logic.BBCollder weaponCollder = new Logic.BBCollder(); Actor weaponCollderActor = Owner; if (weaponCollderActor != null) { weaponCollder.RegistFun(weaponCollderActor, BBCollideATKCallBack); Logic.BBCollideMgr.Instance.Register(weaponCollder); } } public override void OnLoad()//敌人 { string ownerNum = Owner.Name.Substring(TriggerNameHead.Length); EnemyParent = ActorManager.FindActiveActor(EnemyParentNameHead + ownerNum); Name = "BBCollider_Enemy001"; Logic.BBCollder collder = new Logic.BBCollder(); Actor collderActor = Owner; if (collderActor != null) { collder.RegistFun(collderActor, BBCollideCallBack); Logic.BBCollideMgr.Instance.Register(collder); } }
步骤3:
碰撞检测。
view sourceprint? //实时监测碰撞状态 public void Tick(float elapseTime) { //遍历碰撞体容器,检测每两个碰撞体间碰撞状态 int iCollidersCount = Colliders.Count; for (int ii = ; ii < iCollidersCount; ++ii) { for (int jj = ii + ; jj < iCollidersCount; ++jj) { RemoveBeCollidedActor(Colliders[ii], Colliders[jj]); BoundingBox bbi = Colliders[ii].ColliderActor.WorldBoundingBox; BoundingBox bbj = Colliders[jj].ColliderActor.WorldBoundingBox; if (ClipStatus.Outside != bbi.Contains(bbj) && ClipStatus.Outside != bbj.Contains(bbi)) { if (Colliders[jj].ColliderActor.IsActive && !Colliders[ii].IsContainsBeCollidedActor(Colliders[jj].ColliderActor)) { Colliders[ii].Call(Colliders[jj].ColliderActor); Colliders[ii].AddBeCollidedActor(Colliders[jj].ColliderActor); } if (Colliders[ii].ColliderActor.IsActive && !Colliders[jj].IsContainsBeCollidedActor(Colliders[ii].ColliderActor)) { Colliders[jj].Call(Colliders[ii].ColliderActor); Colliders[jj].AddBeCollidedActor(Colliders[ii].ColliderActor); } } } } } //移除碰撞对象 private void RemoveBeCollidedActor(BBCollder actor, BBCollder beCollided) { BoundingBox actorBox = actor.ColliderActor.WorldBoundingBox; BoundingBox beCollidedBox = beCollided.ColliderActor.WorldBoundingBox; if (ClipStatus.Outside == actorBox.Contains(beCollidedBox)) { actor.RemoveBeCollidedActor(beCollided.ColliderActor); } if (ClipStatus.Outside == beCollidedBox.Contains(actorBox)) { beCollided.RemoveBeCollidedActor(actor.ColliderActor); } } //定义BBCollder类 public class BBCollder { public void RegistFun(Actor self, callback fun) { _colliderActor = self; _callback = fun; } public void Call(Actor other) { _callback(other); } // public void RemoveBeCollidedActor(Actor beCollidedActor) { if (_beCollidedActors.Contains(beCollidedActor)) { _beCollidedActors.Remove(beCollidedActor); } } public bool IsContainsBeCollidedActor(Actor beCollidedActor) { return _beCollidedActors.Contains(beCollidedActor); } public delegate void callback(Actor other);//注册回调函数??? private callback _callback; private Actor _colliderActor; private 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。 public void BBCollideHitCallBack (Actor other) { if (other.Name.StartsWith ("BBCollider_EnemyATK")) { EnemyState state = Logic.EnemyMgr.Instance.EnemyState(other.Parent.Name); bool judget = Logic.EnemyMgr.Instance.GetEnemyJudge(other.Parent.Name); if (state == EnemyState.Attack && judget && !Logic.LogicMgr.Instance.CurPlayer.CheckDefenseState() && !Logic.LogicMgr.Instance.CurPlayer.CheckDieState()) { int playerHP = Logic.PlayerDateMgr.Instance.HP; playerHP --; Logic.PlayerDateMgr.Instance.SetHP(playerHP); Logic.LogicMgr.Instance.CurPlayer.State = Logic.CharacterState.Hurt; } } }
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