服务器端对 Three.js 碰撞检测的使用是否应该与客户端使用不同?我们使用具有相同设置客户端和服务器端的相同场景。
我们正在尝试做的事情是在服务器端确定是否与世界发生冲突。为了简单起见,我们的世界只使用了 2 个盒子。使用的代码取自 Lee Stemkoski 碰撞检测示例(我们感谢他 - 它非常出色且清晰)。
客户端代码运行顺利,没有任何问题,但以完全相同的方式启动的服务器端代码不会检测到冲突。 在我们的演示中,玩家使用箭头来移动。这个 Action 被发送到服务器,服务器的场景与客户端完全相同。然后应用变换(旋转、位置变化等),然后将这些新位置发送回。到目前为止,服务器和客户端是同步的。然而,客户端检测到我们在世界中的对象(2 个盒子)的命中,而服务器却没有检测到。
客户端:
socket.on("update", function(data){
var delta = clock.getDelta(); // seconds.
var moveDistance = 200 * delta; // 200 pixels per second
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
if( data.type == "rot" ){
MovingCube.rotation.x = data.x;
MovingCube.rotation.y = data.y;
MovingCube.rotation.z = data.z;
}
if( data.type == "pos" ){
MovingCube.position.x = data.x;
MovingCube.position.y = data.y;
MovingCube.position.z = data.z;
}
var originPoint = MovingCube.position.clone();
for (var vertexIndex = 0; vertexIndex < MovingCube.geometry.vertices.length; vertexIndex++){
var localVertex = MovingCube.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( MovingCube.matrix );
var directionVector = globalVertex.sub( MovingCube.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize() );
var collisionResults = ray.intersectObjects( collidableMeshList );
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() )
console.log(" Hit ");
}
})
服务器端代码
socket.on("update", function(data){
console.log("updating location");
var delta = 0.1 ;//clock.getDelta(); // seconds.
var moveDistance = 200 * delta; // 200 pixels per second
var rotateAngle = Math.PI / 2 * delta; // pi/2 radians (90 degrees) per second
if( data == "A" ){
MovingCube.rotation.y += rotateAngle;
socket.emit("update",{"type":"rot","x":MovingCube.rotation.x,"y":MovingCube.rotation.y,"z":MovingCube.rotation.z});
}
if( data == "D" ){
MovingCube.rotation.y -= rotateAngle;
socket.emit("update",{"type":"rot","x":MovingCube.rotation.x,"y":MovingCube.rotation.y,"z":MovingCube.rotation.z});
}
if ( data == "left" ){
MovingCube.position.x -= moveDistance;
socket.emit("update",{"type":"pos","x":MovingCube.position.x,"y":MovingCube.position.y,"z":MovingCube.position.z});
}
if ( data == "right" ){
MovingCube.position.x += moveDistance;
socket.emit("update",{"type":"pos","x":MovingCube.position.x,"y":MovingCube.position.y,"z":MovingCube.position.z});
}
if ( data == "up" ){
MovingCube.position.z -= moveDistance;
socket.emit("update",{"type":"pos","x":MovingCube.position.x,"y":MovingCube.position.y,"z":MovingCube.position.z});
}
if ( data == "down" ){
MovingCube.position.z += moveDistance;
socket.emit("update",{"type":"pos","x":MovingCube.position.x,"y":MovingCube.position.y,"z":MovingCube.position.z});
}
var originPoint = MovingCube.position.clone();
for (var vertexIndex = 0; vertexIndex < MovingCube.geometry.vertices.length; vertexIndex++){
var localVertex = MovingCube.geometry.vertices[vertexIndex].clone();
var globalVertex = localVertex.applyMatrix4( MovingCube.matrix );
var directionVector = globalVertex.sub( MovingCube.position );
var ray = new THREE.Raycaster( originPoint, directionVector.clone().normalize() );
var collisionResults = ray.intersectObjects( collidableMeshList );
if ( collisionResults.length > 0 && collisionResults[0].distance < directionVector.length() )
console.log(" Hit ");
}
})
任何帮助都会很棒。这已经占用了我两周的时间,没有错误消息,我不知道出了什么问题。
最佳答案
关于javascript - 三.js服务器端碰撞检测错误,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/20105396/