碰撞检测三



我有一个我用三分创建的非常简单的世界。我正在制作一个非常基本的平台形式,并且当用户在硬币上运行以更新文本计数器时,我正在尝试使碰撞检测工作起作用,以更新触摸多少硬币的文本计数器。截至目前,当我跑过硬币时,什么也没有发生,也没有JavaScript控制台错误。任何帮助都会很棒。

我一直在尝试使用射线卡斯特检测碰撞。这是我所拥有的一些片段,如果要求,我可以将更多或全部600行代码倾倒。

<div id="info">
    <h1 style="color: white">0/10</h1>
</div>

javaScript:

var coin = [];
var raycaster;
var loader = new THREE.GLTFLoader();
... //Lots more variables I've left out for readability

initThree();
initCannon();
animate();
function initThree() {
            clock = new THREE.Clock();
            //Renderer
            var width = window.innerWidth;
            var height = window.innerHeight;
            renderer = new THREE.WebGLRenderer( {antialias: true} );
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( width, height );
            document.body.appendChild( renderer.domElement );
            scene = new THREE.Scene();
            scene.background = new THREE.Color( 0xb2b2b2 );
            scene.fog = new THREE.Fog( 0x9bacc6, 0, 7000 );
            //Camera
            camera = new THREE.PerspectiveCamera( 90, width/height, 1, 10000 );
            //camera.position.set( 3000, 3000, 3000 );
            camera.position.set( 0, 10, 0 );
            camera.lookAt( scene.position );
            //Controls      
            controls = new THREE.PointerLockControls( camera );
            var blocker = document.getElementById( 'blocker' );
            var instructions = document.getElementById( 'instructions' );
            //Lock control when focused
            instructions.addEventListener( 'click', function () {
                controls.lock();
            }, false );
            //Hide overlay
            controls.addEventListener( 'lock', function () {
                instructions.style.display = 'none';
                blocker.style.display = 'none';
            } );
            controls.addEventListener( 'unlock', function () {
                blocker.style.display = 'block';
                instructions.style.display = '';
            } );
            scene.add( controls.getObject() );
            //Raycaster
            raycaster = new THREE.Raycaster( new THREE.Vector3(), new THREE.Vector3( 0, -1, 0 ), 0, 10 );   
            loadTrees();
            loadCoins();
            createLight();
            createGround();
            createWater();
            createSky();
        }
function loadCoins() {      
            var coinPath = '../models/gltf/coin/scene.gltf';
            loader.load( coinPath, function( gltf ) {
                coin[0] = gltf.scene;
                coin[0].position.set(3300,1500,1000);
                coin[0].scale.set(100,100,100);
                scene.add( coin[0] );
            });
            loader.load( coinPath, function( gltf ) {
                coin[1] = gltf.scene;
                coin[1].position.set(3300,1500,-1000);
                coin[1].scale.set(100,100,100);
                scene.add( coin[1] );
             ...
            });
    function animate() {
            requestAnimationFrame( animate );
            update();
            render();
        }
function update() {
            //controls.update();
            world.step( timeStep );
            ground.position.copy( groundBody.position );
            ground.quaternion.copy( groundBody.quaternion );
            var mixDelta = clock.getDelta();
            if( mixer != null) {
                mixer.update( mixDelta );
                mixer2.update( mixDelta );
                mixer3.update( mixDelta );
            }
            raycaster.ray.origin.copy( controls.getObject().position );
            raycaster.ray.origin.y -= 100;
            //checks to see if intersecting object array
            var intersections = raycaster.intersectObjects( coin );
            var touching = intersections.length > 0;
            var time = performance.now();
            var delta = ( time - prevTime ) / 1000;
            velocity.x -= velocity.x * 10 * delta;
            velocity.z -= velocity.z * 10 * delta;
            velocity.y -= 9.8 * 100 * delta; //100 = mass //9.8
            direction.z = Number( moveForward ) - Number( moveBackward );
            direction.x = Number( moveLeft ) - Number( moveRight );
            direction.normalize(); //consistent movement in all directions
            if( moveForward || moveBackward ) {
                velocity.z -= direction.z * 7500 * delta;
            }
            if( moveLeft || moveRight ) {
                velocity.x -= direction.x * 7500 * delta;
            }
            //Stops when runs into an object
            if ( touching === true ) {
                    coinCount += 1;
                    document.getElementById('info').innerHTML = coinCount + "/10";
            }

            controls.getObject().translateX( velocity.x * delta );
            controls.getObject().translateY( velocity.y * delta );
            controls.getObject().translateZ( velocity.z * delta );
            //Keep Player within bounds of game
            if ( controls.getObject().position.y < 200 ) {
                    velocity.y = 0;
                    controls.getObject().position.y = 200;
                    canJump = true;
            }               
            if ( controls.getObject().position.x < -4000 ) {
                velocity.x = 0;
                controls.getObject().position.x = -4000;
            }
            if ( controls.getObject().position.x > 4000 ) {
                velocity.x = 0;
                controls.getObject().position.x = 4000;
            }               
            if ( controls.getObject().position.z < -4000 ) {
                velocity.x = 0;
                controls.getObject().position.z = -4000;
            }
            if ( controls.getObject().position.z > 4000 ) {
                velocity.x = 0;
                controls.getObject().position.z = 4000;
            }
            prevTime = time;
            //Update Water
            water.material.uniforms[ "time" ].value += 1.0 / 60.0;
            //Spin Coins
            for( i=0; i<coin.length; i++ ) {
                coin[i].rotation.y += .05;
            }
        }

raycasting不是此用例的理想碰撞检测方法。考虑用简单的边界量来表示您的硬币,例如trix.box3(aabb(或三个。播放器本身也将以如此的边界卷代表。在动画循环中,您然后测试玩家的边界卷是否与游戏环境中的某些对象相交,例如硬币。这是一个比使用单个射线的测试要可靠得多的测试,因为您可以更好地表示具有空间扩展的3D对象。

btw:如果您尚不熟悉边界卷,我强烈建议您研究这个主题。在碰撞检测的背景下,AABB和边界球是非常重要的实体。一个很好的资源是Fletcher Dunn Ian Parberry的图形和游戏开发的 3D数学引物,第9章几何原始。。

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