在您將其標記爲重複之前。我希望它知道,是的,有一些問題的措辭相同的標題......但是,我已經通讀了他們,他們是完全不同的。3D碰撞網格(更有效的碰撞計算)
我最近完成了一個完整的系統,用於檢測從最小到最複雜的三維網格的任何地方的碰撞。問題在於它在我的引擎中的遊戲體驗效率非常低且非常昂貴。作爲一個方面說明,我已經完全編寫了這個代碼,沒有參考,只是爲了看看我是否可以自己處理這樣的碰撞。對不起,這是一團糟。所以,不要緊張,這裏是重要的代碼。
package nope;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import org.lwjgl.util.vector.Vector3f;
import net.aionstudios.nightfall.entities.Entity;
import net.aionstudios.nightfall.renderEngine.model.TexturedModel;
public class ColliderEntity extends Entity {
private List<CollisionMesh> entityBounds = new ArrayList<CollisionMesh>();
private boolean alertCollisions = false;
public ColliderEntity(TexturedModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale, BoundingBox entityBounds) {
super(model, position, rotX, rotY, rotZ, scale);
this.entityBounds.add(entityBounds);
}
public List<ColliderEntity> detectImpact(List<ColliderEntity> colliders){
List<ColliderEntity> colE = new ArrayList<ColliderEntity>();
colE.clear();
for (ColliderEntity ce : colliders) {
if(ce != this) {
Vector3f boundsOffsets = new Vector3f(difference(this.getPosition().x, ce.getPosition().x), difference(this.getPosition().y, ce.getPosition().y), difference(this.getPosition().z, ce.getPosition().z));
boolean xCollide = false;
boolean yCollide = false;
boolean zCollide = false;
for (CollisionMesh b1 : this.getEntityBounds()){
for(MeshPoint mp : b1.getPoints()){
List<Vector3f> points = mp.getConnectionsAndPoint();
for (CollisionMesh b2 : ce.getEntityBounds()) {
for(MeshPoint mp2 : b2.getPoints()){
List<Vector3f> points2 = mp2.getConnectionsAndPoint();
for (Vector3f pt : points2){
pt = new Vector3f(pt.x-boundsOffsets.x, pt.y-boundsOffsets.y, pt.z-boundsOffsets.z);
for (int i = 1; i < points.size(); i++){
if(!xCollide || !yCollide || !zCollide){
if(points.get(i-1).x > pt.x && pt.x > points.get(i).x) {
xCollide = true;
}
if(points.get(i-1).y > pt.y && pt.y > points.get(i).y) {
yCollide = true;
}
if(points.get(i-1).z > pt.z && pt.z > points.get(i).z) {
zCollide = true;
}
}
}
}
if(!!xCollide || !yCollide || !zCollide){
for (Vector3f pts : points){
pts = new Vector3f(pts.x-boundsOffsets.x, pts.y-boundsOffsets.y, pts.z-boundsOffsets.z);
for (int i = 1; i < points2.size(); i++){
if(!xCollide || !yCollide || !zCollide){
if(points2.get(i-1).x > pts.x && pts.x > points2.get(i).x) {
xCollide = true;
}
if(points2.get(i-1).y > pts.y && pts.y > points2.get(i).y) {
yCollide = true;
}
if(points2.get(i-1).z > pts.z && pts.z > points2.get(i).z) {
zCollide = true;
}
}
}
}
}
if(xCollide && yCollide && zCollide){
colE.add(ce);
if(alertCollisions) {
System.out.println("Collision on Entity "+this.toString()+" at: "+this.getPosition().x+" "+this.getPosition().y+" "+this.getPosition().z+" with Entity "+ce.toString()+" at: "+ce.getPosition().x+" "+ce.getPosition().y+" "+ce.getPosition().z);
}
}
}
}
}
}
}
}
return colE;
}
private float difference(float x, float x1){
float dx = x - x1;
return (float) Math.sqrt(dx * dx);
}
public boolean isAlertCollisions() {
return alertCollisions;
}
public void setAlertCollisions(boolean alertCollisions) {
this.alertCollisions = alertCollisions;
}
public List<CollisionMesh> getEntityBounds() {
return entityBounds;
}
public void addEntityBounds(BoundingBox b){
this.entityBounds.add(b);
}
public void removeEntityBounds(BoundingBox b){
this.entityBounds.remove(entityBounds);
}
}
這個類只是一個實體,它也有一個碰撞網格......而碰撞檢測。爲了理解這裏發生了什麼,你需要更多的洞察力。
package nope;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import org.lwjgl.util.vector.Vector3f;
public class CollisionMesh {
private List<MeshPoint> points = new ArrayList<MeshPoint>();
public CollisionMesh(MeshPoint[] points){
for(MeshPoint p : points){
this.points.add(p);
}
}
public List<MeshPoint> getPoints() {
return points;
}
public void addMeshPoint(MeshPoint point){
for (MeshPoint p : points){
if(point == p){
return;
}
}
points.add(point);
}
public void removeMeshPoint(MeshPoint point){
for(MeshPoint p : points){
if(p == point){
points.remove(point);
return;
}
}
cleanupMeshPoints();
}
public void cleanupMeshPoints(){
for(MeshPoint p : points){
for(Vector3f pi : p.getConnections()){
boolean connected = false;
for(MeshPoint p2 : points){
if(p2.getPoint() == pi){
connected = true;
}
}
if(!connected){
p.getConnections().remove(pi);
}
}
}
}
}
這是給可碰撞實體的碰撞網格,它由單獨的網格點構成,它也存儲連接。這是這個類:
package nope;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.List;
import org.lwjgl.util.vector.Vector3f;
public class MeshPoint {
private Vector3f point;
private List<Vector3f> connections = new ArrayList<Vector3f>();
public MeshPoint(Vector3f point, Vector3f[] connections){
this.point = point;
for(Vector3f connection : connections){
this.connections.add(connection);
}
}
public Vector3f getPoint() {
return point;
}
public void setPoint(Vector3f point) {
this.point = point;
}
public List<Vector3f> getConnections() {
return connections;
}
public List<Vector3f> getConnectionsAndPoint() {
List<Vector3f> cp = connections;
cp.add(this.point);
return cp;
}
public void addConnection(Vector3f connection){
for (Vector3f c : connections){
if(c.x == connection.x && c.y == connection.y && c.z == connection.z){
return;
}
}
connections.add(connection);
}
public void removeConnection(Vector3f connection){
for (Vector3f c : connections){
if(c.x == connection.x && c.y == connection.y && c.z == connection.z){
connections.remove(connection);
return;
}
}
}
}
網格連接,我認爲,真的是在殺死遊戲的幀速率。當2個盒子這樣簡單的對象發生碰撞時,它會從120幀的框架上下降到通常大約3個。儘管我能夠確定幾個問題,但我認爲沒有辦法讓這個代碼比現在簡單。任何幫助深表感謝。
我知道這樣的問題通常不會被好評,很多來這裏的人都會尋找一個最小的完整例子......但是真的沒有什麼可以做的,比它是。
想知道你是否已經剖析了代碼?如果您可以突出顯示低效代碼的特定區域,可能會更容易回答。你提到你認爲它是網狀連接。但通過代碼檢查來評估性能瓶頸是非常困難的。分析將是我會做的第一件事,專注於調整工作。 – sprinter
你可以更清楚你問的問題嗎?你描述了這個問題(因爲「它在我的引擎中的遊戲體驗效率非常低且非常昂貴」),但是你沒有明確地指出你希望從我們那裏得到什麼幫助,或者我們應該研究哪些領域。 –
我總是將人們指向Bullet圖書館(是的,我知道這是Java)以及寬泛階段,狹義階段等概念。廣泛的階段是什麼可能相交(球形球體,盒子等)的快速確定。窄階段是更緊密,更慢的三角相交測試 - 根據您對模型的元數據,本身可能會被分解爲寬/窄。 – Robinson