【发布时间】:2013-12-05 00:05:27
【问题描述】:
服务器端对 three.js 的碰撞检测的使用应该与客户端使用不同的原因是什么?我们使用相同的场景和相同的设置客户端和服务器端。
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,我们只为我们的世界使用了 2 个盒子。使用的代码取自 Lee Stemkoski 碰撞检测示例(为此我们感谢他 - 它非常出色且清晰)。
客户端代码运行流畅且没有问题,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,玩家使用他的箭头移动。这个动作被发送到与客户端具有完全相同场景的服务器。然后应用转换(旋转、位置变化等),然后将这些新位置发回。服务器和客户端同步到这里。然而,客户端检测到我们在世界中的对象(2 个盒子)的命中,而服务器没有。
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 2 周的时间,没有错误消息,我无法弄清楚出了什么问题。
【问题讨论】:
标签: javascript node.js three.js collision-detection