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自由落下する (重力下での) 弾丸球を使用して、非常に単純な 3 人称カメラを試しました。render() では、カメラの位置を球の少し上に設定し、球の移動方向に従ってカメラのルックアットを設定しようとしました。

球体は、最初はほとんど正常にレンダリングされますが、後で (約 5 秒後) 徐々に小さくなったり、カメラから遠ざかったり、球体のサイズに変動が見られたりします。

次のコードを使用しました。

package a.b.c;

import com.badlogic.gdx.ApplicationListener;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.VertexAttributes.Usage;
import com.badlogic.gdx.graphics.g3d.Environment;
import com.badlogic.gdx.graphics.g3d.Material;
import com.badlogic.gdx.graphics.g3d.Model;
import com.badlogic.gdx.graphics.g3d.ModelBatch;
import com.badlogic.gdx.graphics.g3d.ModelInstance;
import com.badlogic.gdx.graphics.g3d.attributes.ColorAttribute;
import com.badlogic.gdx.graphics.g3d.attributes.FloatAttribute;
import com.badlogic.gdx.graphics.g3d.environment.DirectionalLight;
import com.badlogic.gdx.graphics.g3d.utils.ModelBuilder;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.physics.bullet.collision.btBoxShape;
import com.badlogic.gdx.physics.bullet.collision.btBroadphaseInterface;
import com.badlogic.gdx.physics.bullet.collision.btCollisionConfiguration;
import com.badlogic.gdx.physics.bullet.collision.btCollisionDispatcher;
import com.badlogic.gdx.physics.bullet.collision.btCollisionShape;
import com.badlogic.gdx.physics.bullet.collision.btDbvtBroadphase;
import com.badlogic.gdx.physics.bullet.collision.btDefaultCollisionConfiguration;
import com.badlogic.gdx.physics.bullet.collision.btSphereShape;
import com.badlogic.gdx.physics.bullet.dynamics.btConstraintSolver;
import com.badlogic.gdx.physics.bullet.dynamics.btDiscreteDynamicsWorld;
import com.badlogic.gdx.physics.bullet.dynamics.btDynamicsWorld;
import com.badlogic.gdx.physics.bullet.dynamics.btRigidBody;
import com.badlogic.gdx.physics.bullet.dynamics.btRigidBody.btRigidBodyConstructionInfo;
import com.badlogic.gdx.physics.bullet.dynamics.btSequentialImpulseConstraintSolver;
import com.badlogic.gdx.physics.bullet.linearmath.btDefaultMotionState;
import com.badlogic.gdx.tests.bullet.BaseBulletTest;
import com.badlogic.gdx.tests.bullet.BulletTest;
    import com.badlogic.gdx.utils.Array;


public class BasicBulletTest1 implements ApplicationListener {
    ModelBatch modelBatch;
    Environment lights;
    btRigidBody sphereBody ;
    ModelBuilder modelBuilder = new ModelBuilder();
    ModelInstance sphere;
    btCollisionConfiguration collisionConfiguration;
    btCollisionDispatcher dispatcher;
    btBroadphaseInterface broadphase;
    btConstraintSolver solver;
    btDynamicsWorld collisionWorld;
    Vector3 gravity = new Vector3(0, -9.81f, 0);
    Vector3 tempVector = new Vector3();

    Array<Model> models = new Array<Model>();
    Array<ModelInstance> instances = new Array<ModelInstance>();
    Array<btDefaultMotionState> motionStates = new Array<btDefaultMotionState>();
    Array<btRigidBodyConstructionInfo> bodyInfos = new Array<btRigidBodyConstructionInfo>();
    Array<btCollisionShape> shapes = new Array<btCollisionShape>();
    Array<btRigidBody> bodies = new Array<btRigidBody>();
    public PerspectiveCamera camera;
    @Override
    public void create () {



        lights = new Environment();
        lights.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.2f, 0.2f, 0.2f, 1.f));
        lights.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -0.5f, -1f, -0.7f));

        // Set up the camera
final float width = Gdx.graphics.getWidth();
final float height = Gdx.graphics.getHeight();
if (width > height)
    camera = new PerspectiveCamera(67f, 3f * width / height, 3f);
else
    camera = new PerspectiveCamera(67f, 3f, 3f * height / width);
camera.position.set(0f, 35f, 0f);
camera.lookAt(0, 0, 0);
camera.update();
// Create the model batch
modelBatch = new ModelBatch();
// Create some basic models
final Model groundModel = modelBuilder.createRect(
    20f,
    0f,
    -20f,
    -20f,
    0f,
    -20f,
    -20f,
    0f,
    20f,
    20f,
    0f,
    20f,
    0,
    1,
    0,
    new Material(ColorAttribute.createDiffuse(Color.BLUE), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute
        .createShininess(16f)), Usage.Position | Usage.Normal);
models.add(groundModel);
final Model sphereModel = modelBuilder.createSphere(
    1f,
    1f,
    1f,
    10,
    10,
    new Material(ColorAttribute.createDiffuse(Color.RED), ColorAttribute.createSpecular(Color.WHITE), FloatAttribute
        .createShininess(64f)), Usage.Position | Usage.Normal);
models.add(sphereModel);
// Load the bullet library
BaseBulletTest.init(); // Normally use: Bullet.init();
// Create the bullet world
collisionConfiguration = new btDefaultCollisionConfiguration();
dispatcher = new btCollisionDispatcher(collisionConfiguration);
broadphase = new btDbvtBroadphase();
solver = new btSequentialImpulseConstraintSolver();
collisionWorld = new btDiscreteDynamicsWorld(dispatcher, broadphase, solver, collisionConfiguration);
collisionWorld.setGravity(gravity);
// Create the shapes and body construction infos
btCollisionShape groundShape = new btBoxShape(tempVector.set(20, 0, 20));
shapes.add(groundShape);
btRigidBodyConstructionInfo groundInfo = new btRigidBodyConstructionInfo(0f, null, groundShape, Vector3.Zero);
bodyInfos.add(groundInfo);
btCollisionShape sphereShape = new btSphereShape(0.5f);
shapes.add(sphereShape);
sphereShape.calculateLocalInertia(1f, tempVector);
btRigidBodyConstructionInfo sphereInfo = new btRigidBodyConstructionInfo(1f, null, sphereShape, tempVector);
bodyInfos.add(sphereInfo);
// Create the ground
ModelInstance ground = new ModelInstance(groundModel);
instances.add(ground);
btDefaultMotionState groundMotionState = new btDefaultMotionState();
groundMotionState.setWorldTransform(ground.transform);
motionStates.add(groundMotionState);
btRigidBody groundBody = new btRigidBody(groundInfo);
groundBody.setMotionState(groundMotionState);
bodies.add(groundBody);
collisionWorld.addRigidBody(groundBody);
// Create the spheres
//for (float x = -10f; x <= 10f; x += 2f) {
//for (float y = 5f; y <= 15f; y += 2f) {
//for (float z = 0f; z <= 0f; z += 2f) {
float x=30,y=10,z=-10;
             sphere = new ModelInstance(sphereModel);
            instances.add(sphere);
            sphere.transform.trn(x + 0.1f * MathUtils.random(), y + 0.1f * MathUtils.random(), z + 0.1f * MathUtils.random());
            btDefaultMotionState sphereMotionState = new btDefaultMotionState();
            sphereMotionState.setWorldTransform(sphere.transform);
            motionStates.add(sphereMotionState);
             sphereBody = new btRigidBody(sphereInfo);
            sphereBody.setMotionState(sphereMotionState);
            bodies.add(sphereBody);
            collisionWorld.addRigidBody(sphereBody);
        //}
//}
//}
}
private Vector3 positionOld=new Vector3();
private Vector3 positionNew=new Vector3();

@Override
public void render () {
    sphereBody.getWorldTransform().getTranslation(positionOld);     


    Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
    Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);


    ((btDynamicsWorld)collisionWorld).stepSimulation(Gdx.graphics.getDeltaTime(), 5);


    int c = motionStates.size;
    for (int i = 0; i < c; i++) {
        motionStates.get(i).getWorldTransform(instances.get(i).transform);
    }

    modelBatch.begin(camera);
    modelBatch.render(instances, lights);
    modelBatch.end();



    //super.render();
sphereBody.getWorldTransform().getTranslation(positionNew);

Vector3 subV=positionNew.cpy();
Vector3 temp=positionNew.cpy();
subV.sub(positionOld);
//System.out.println("OLD: "+positionOld+" NEW: "+positionNew+" Temp"+temp);
//positionNew.z=positionNew.z+3;
temp.y=temp.y+3;
camera.position.set(temp);
System.out.println(subV.y+"                                                                             "+Gdx.graphics.getDeltaTime()+"        "+positionOld);
    camera.lookAt(positionNew.add(subV));
    camera.update();
}

@Override
public void dispose () {
    collisionWorld.dispose();
    solver.dispose();
    broadphase.dispose();
    dispatcher.dispose();
    collisionConfiguration.dispose();

    for (btRigidBody body : bodies)
        body.dispose();
    bodies.clear();
    for (btDefaultMotionState motionState : motionStates)
        motionState.dispose();
    motionStates.clear();
    for (btCollisionShape shape : shapes)
        shape.dispose();
    shapes.clear();
    for (btRigidBodyConstructionInfo info : bodyInfos)
        info.dispose();
    bodyInfos.clear();

    modelBatch.dispose();
    instances.clear();
    for (Model model : models)
        model.dispose();
    models.clear();
}

@Override
public void resize (int width, int height) {
    // TODO Auto-generated method stub

}

@Override
public void pause () {
    // TODO Auto-generated method stub

}

@Override
public void resume () {
    // TODO Auto-generated method stub

    }
}

スタータークラスです

import a.b.c.BasicBulletTest1;

import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;

public class Main {
    public static void main(String[] args) {
        LwjglApplicationConfiguration cfg = new LwjglApplicationConfiguration();
        cfg.title = "hello-world";

        cfg.width = 640;
        cfg.height = 480;

        new LwjglApplication(new BasicBulletTest1(), cfg);

    }
}

誰でもこの問題で私を助けてください。また、単純な三人称カメラの作成を手伝ってください。

誰でもこれで私を助けてくれませんか.. libgdx 3d用の3人称カメラが必要です

ありがとうございました。

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