如何通过碰撞检测获得对象参数



我开始用jMonkey开发游戏。我刚刚从我自己制作的类"实体"中创建了一个对象,其中包含三维模型、物理等。这是代码:

package mygame.entities;
import com.jme3.asset.AssetManager;
import com.jme3.bullet.BulletAppState;
import com.jme3.bullet.control.RigidBodyControl;
import com.jme3.renderer.queue.RenderQueue.ShadowMode;
import com.jme3.scene.Geometry;
import com.jme3.scene.Node;
import com.jme3.scene.Spatial;

public class Entity {
private AssetManager assetManager;
private Node rootNode;
public  Spatial model;
private Geometry object;
private String itsName;
private int life;
private boolean destroyAble;
private boolean destroyed;
public Entity(BulletAppState bas, AssetManager manager, Node rootNode, String name, int                                 lifes, boolean destroyable, float x, float y, float z) {
    itsName = name;
    life = lifes;
    destroyAble = destroyable;
    model = manager.loadModel("Models/woodlog.j3o");
    model.setLocalTranslation(x, y, z);
    model.setShadowMode(ShadowMode.Cast);
    model.setName(name);
    model.setUserData("lifes", 3);
    RigidBodyControl body = new RigidBodyControl(2);
    model.addControl(body);
    bas.getPhysicsSpace().add(body);
    rootNode.attachChild(model);   
}
public String getName() {
    return itsName;
}
public int getLife() {
    return life;
}
public void setLife(int lifes) {
    life = lifes;
}
public boolean isDestroyable() {
    return destroyAble;
}
public boolean isDestroyed() {
    if (destroyAble && life <= 0) {
        destroyed = true;
    } else {
        destroyed = false;
    }
    return destroyed;
  }
}

在jMonkey网站教程的帮助下,我成功地实现了"拍摄"。沿着我的凸轮方向的简单光线。以下是如果它与某种东西相撞会发生什么的代码:

} else if (binding.equals("Fire") && !isPressed) {
    // 1. Reset results list.
    CollisionResults results = new CollisionResults();
    // 2. Aim the ray from cam loc to cam direction.
    Ray ray = new Ray(cam.getLocation(), cam.getDirection());
    // 3. Collect intersections between Ray and Shootables in results list.
    shootables.collideWith(ray, results);
    // 4. Print results.
    System.out.println(results.size());
    if (results.size() >= 1) {
      System.out.println(results.getCollision(0).getGeometry().getName());
      //Material material = results.getCollision(0).getGeometry().getMaterial();
      //material.setColor("Color", ColorRGBA.randomColor());
    }
  }

所以这很好用!此行:

System.out.println(results.getCollision(0).getGeometry().getName());

显示我刚刚拍摄的"几何体"的名称。但现在的问题是,我的对象不是几何体!我不知道我该如何实现,无论如何我都能得到这个对象的名称。对我来说最好的方法是如果results.getCollision(0)会返回我的对象,这样我就可以说"object.getName();"

有人知道我该怎么做吗?如果有任何想法,我将不胜感激:)干杯-Daniel

您可以在Java 7:中使用类似的东西

switch (results.getCollision(0).getClass().getName()){
case "ObjectName1":
    Code
break;
case "ObjectName2":
    Code
break;
}

或者Java 6 中的

String objectName=results.getCollision(0).getClass().getName()){
if ("ObjectName1"==objectName){
    Code
}elseif ("ObjectName2"==objectName){
    Code
}

Kiwy建议的选项1是为每个几何体指定一个唯一的名称,并使用该名称查找对象。选项2是扩展Geometry,使其您的对象,或者包含对象。然而,这需要使用instanceof和铸造。

在这个例子中,我将把Geometry扩展到OwnedGeometry,以携带所有者

public class OwnedGeometry extends Geometry {
    MyClass owner;
    public  OwnedGeometry(String name, Mesh mesh,MyClass owner){
        super(name,mesh);
        this.owner=owner;
    }
    public MyClass getOwner(){
        return owner;
    }
}

这个类可以像你以前使用Geometry一样使用,它只是携带了额外的字段

然后,当你收到你的几何图形时,你可以检索所有者

CollisionResults results = new CollisionResults();
// Aim the ray from cam loc to cam direction.
Ray ray = new Ray(cam.getLocation(), cam.getDirection());
//Collect intersections between Ray and Shootables in results list.
shootables.collideWith(ray, results);
System.out.println(results.size());
if (results.size() >= 1) {
  Geometry closest=results.getCollision(0).getGeometry());
  if (closest instanceof OwnedGeometry){
      OwnedGeometry ownedGeometry=(OwnedGeometry)closest;
      MyClass myClass=ownedGeometry.getOwner;
      //success!
  }
}

这个方法直接返回类,但确实需要一点instanceof和casting,这不是理想的

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