我之前问过一个问题,为什么我的碰撞不起作用。我得到了一个很好的答案,这是有道理的:将我在 DrawModel 方法中所做的相同转换应用于 isCollision 方法。然而,这并没有奏效。我无法弄清楚如何在 isCollision 方法中进行相同的转换。如果有人能帮助我,那就太好了。谢谢!方法如下:
private bool checkPlayerCollision(Model model1, Matrix world1)
{
//Make floor matrix
Matrix floorMatrix = Matrix.CreateTranslation(new Vector3(0, 0, 0));
//Make ship1 matrix
Matrix ship1WorldMatrix = Matrix.CreateTranslation(ship1loc);
//Make ship2 matrix
Matrix ship2WorldMatrix = Matrix.CreateTranslation(ship2loc);
//Check for collision with floor
if (IsCollision(model1, world1, floor, floorMatrix)) return true;
//Check for collision with ship1
if (IsCollision(model1, world1, model, ship1WorldMatrix)) return true;
//Check for collision with ship2
if (IsCollision(model1, world1, model, ship2WorldMatrix)) return true;
return false;
}
这是检查玩家碰撞,我检查所有模型是否与玩家模型发生碰撞。
private bool IsCollision(Model model1, Matrix world1, Model model2, Matrix world2)
{
for (int meshIndex1 = 0; meshIndex1 < model1.Meshes.Count; meshIndex1++)
{
BoundingSphere sphere1 = model1.Meshes[meshIndex1].BoundingSphere;
sphere1 = sphere1.Transform(world1);
for (int meshIndex2 = 0; meshIndex2 < model2.Meshes.Count; meshIndex2++)
{
BoundingSphere sphere2 = model2.Meshes[meshIndex2].BoundingSphere;
sphere2 = sphere2.Transform(world2);
if (sphere1.Intersects(sphere2))
return true;
}
}
return false;
}
这就是我实际检查碰撞的方法。
private void DrawModel(Model model, Matrix world, Matrix view, Matrix projection, Vector3 loc)
{
Matrix gameWorldRotation = Matrix.CreateRotationX(MathHelper.ToRadians(RotationX)) * Matrix.CreateRotationY(MathHelper.ToRadians(RotationY));
Matrix[] transforms = new Matrix[model.Bones.Count];
model.CopyAbsoluteBoneTransformsTo(transforms);
foreach (ModelMesh mesh in model.Meshes)
{
foreach (BasicEffect effect in mesh.Effects)
{
effect.World = gameWorldRotation * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(loc);
GraphicsDevice.RenderState.DepthBufferEnable = true;
effect.EnableDefaultLighting();
//effect.World = world;
effect.View = view;
effect.Projection = projection;
}
mesh.Draw();
}
}
这就是我绘制模型并进行矩阵变换的方法。 可根据要求提供更多代码以及更多信息。
最佳答案
I was unable to figure out how to make the same transformations in the isCollision method. If anyone could help me, that would be great
在应用任何移动或旋转后,您可以通过在 Update 方法中构建变换矩阵来实现此目的。然后保存构建的矩阵并将其传递给碰撞测试方法和绘制方法。
Matrix TransformationMatrix;
void Update()
{
TransformationMatrix = Matrix.Create...X(RotationX) * Matrix.Create...Y(RotationY) * transforms[mesh.ParentBone.Index] * Matrix.CreateTranslation(loc);
}
然后
(IsCollision(TransformationMatrix )
{
sphere.Transform(TransformationMatrix );
}
和
DrawModel(TransformationMatrix )
{
effect.World = TransformationMatrix ;
}
关于c# - XNA 3D 碰撞矩阵不起作用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/20761783/