角色移动
好的,下面我将为你实现一个详细的、高扩展、高性能、高可配置的C#版角色移动模块。这个模块将包括以下几个部分:
- 配置管理:用于加载和管理配置文件。
- 输入管理:处理用户输入。
- 角色控制器:处理角色的移动逻辑。
- 物理引擎:处理角色的物理交互。
- 动画系统:处理角色的动画。
- 事件系统:处理角色移动相关的事件。
1. 配置管理
首先,我们需要一个配置管理器来加载和管理配置文件。
配置管理器(ConfigManager)
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private Dictionary<string, string> _configurations;
public ConfigManager(string configFilePath)
{
LoadConfigurations(configFilePath);
}
private void LoadConfigurations(string configFilePath)
{
if (!File.Exists(configFilePath))
{
throw new FileNotFoundException($"Config file not found: {configFilePath}");
}
var json = File.ReadAllText(configFilePath);
_configurations = JsonConvert.DeserializeObject<Dictionary<string, string>>(json);
}
public string GetConfigValue(string key)
{
if (_configurations.TryGetValue(key, out var value))
{
return value;
}
throw new KeyNotFoundException($"Config key not found: {key}");
}
}
2. 输入管理
接下来,我们需要一个输入管理器来处理用户输入。
输入管理器(InputManager)
using System;
using System.Collections.Generic;
public class InputManager
{
private Dictionary<string, Action> _keyBindings;
public InputManager()
{
_keyBindings = new Dictionary<string, Action>();
}
public void BindKey(string key, Action action)
{
_keyBindings[key] = action;
}
public void HandleInput(string key)
{
if (_keyBindings.TryGetValue(key, out var action))
{
action.Invoke();
}
}
}
3. 角色控制器
角色控制器处理角色的移动逻辑。
角色控制器(CharacterController)
using System;
public class CharacterController
{
private float _speed;
private float _jumpForce;
private Vector3 _position;
private Vector3 _velocity;
private bool _isGrounded;
public CharacterController(float speed, float jumpForce)
{
_speed = speed;
_jumpForce = jumpForce;
_position = new Vector3(0, 0, 0);
_velocity = new Vector3(0, 0, 0);
_isGrounded = true;
}
public void Move(Vector3 direction)
{
_velocity = direction * _speed;
_position += _velocity * Time.deltaTime;
}
public void Jump()
{
if (_isGrounded)
{
_velocity.y = _jumpForce;
_isGrounded = false;
}
}
public void Update()
{
// Apply gravity
if (!_isGrounded)
{
_velocity.y += Physics.gravity.y * Time.deltaTime;
}
// Update position
_position += _velocity * Time.deltaTime;
// Check if grounded
if (_position.y <= 0)
{
_position.y = 0;
_isGrounded = true;
_velocity.y = 0;
}
}
public Vector3 GetPosition()
{
return _position;
}
}
4. 物理引擎
物理引擎处理角色的物理交互。
物理引擎(Physics)
public static class Physics
{
public static Vector3 gravity = new Vector3(0, -9.81f, 0);
}
5. 动画系统
动画系统处理角色的动画。
动画系统(AnimationSystem)
using System;
public class AnimationSystem
{
public void PlayAnimation(string animationName)
{
Console.WriteLine($"Playing animation: {animationName}");
}
}
6. 事件系统
事件系统处理角色移动相关的事件。
事件系统(EventSystem)
using System;
public class EventSystem
{
public event Action OnMove;
public event Action OnJump;
public void TriggerMove()
{
OnMove?.Invoke();
}
public void TriggerJump()
{
OnJump?.Invoke();
}
}
整合模块
我们将整合上述模块,形成一个完整的角色移动系统。
角色移动系统(CharacterMovementSystem)
using System;
public class CharacterMovementSystem
{
private ConfigManager _configManager;
private InputManager _inputManager;
private CharacterController _characterController;
private AnimationSystem _animationSystem;
private EventSystem _eventSystem;
public CharacterMovementSystem(string configFilePath)
{
_configManager = new ConfigManager(configFilePath);
float speed = float.Parse(_configManager.GetConfigValue("Speed"));
float jumpForce = float.Parse(_configManager.GetConfigValue("JumpForce"));
_characterController = new CharacterController(speed, jumpForce);
_animationSystem = new AnimationSystem();
_eventSystem = new EventSystem();
_inputManager = new InputManager();
_inputManager.BindKey("W", () => Move(new Vector3(0, 0, 1)));
_inputManager.BindKey("A", () => Move(new Vector3(-1, 0, 0)));
_inputManager.BindKey("S", () => Move(new Vector3(0, 0, -1)));
_inputManager.BindKey("D", () => Move(new Vector3(1, 0, 0)));
_inputManager.BindKey("Space", Jump);
_eventSystem.OnMove += () => _animationSystem.PlayAnimation("Run");
_eventSystem.OnJump += () => _animationSystem.PlayAnimation("Jump");
}
public void HandleInput(string key)
{
_inputManager.HandleInput(key);
}
private void Move(Vector3 direction)
{
_characterController.Move(direction);
_eventSystem.TriggerMove();
}
private void Jump()
{
_characterController.Jump();
_eventSystem.TriggerJump();
}
public void Update()
{
_characterController.Update();
}
public Vector3 GetCharacterPosition()
{
return _characterController.GetPosition();
}
}
使用示例
public class Game
{
private CharacterMovementSystem _movementSystem;
public Game()
{
_movementSystem = new CharacterMovementSystem("config.json");
}
public void Update()
{
// 处理输入
if (Console.KeyAvailable)
{
var key = Console.ReadKey(true).Key.ToString();
_movementSystem.HandleInput(key);
}
// 更新角色状态
_movementSystem.Update();
// 获取角色位置
var position = _movementSystem.GetCharacterPosition();
Console.WriteLine($"Character position: {position}");
}
}
public class Program
{
public static void Main(string[] args)
{
var game = new Game();
while (true)
{
game.Update();
System.Threading.Thread.Sleep(16); // 模拟帧率
}
}
}
配置文件示例(config.json)
{
"Speed": "5.0",
"JumpForce": "10.0"
}
总结
通过整合配置管理、输入管理、角色控制器、物理引擎、动画系统和事件系统,我们构建了一个高扩展、高性能、高可配置的角色移动模块。这个模块可以处理角色的移动、跳跃、动画播放和事件触发,并且可以通过配置文件进行灵活配置。
如果你有更多的需求或问题,欢迎继续提问。
好的,接下来我们可以进一步扩展这个角色移动模块,增加更多的功能和优化。以下是一些可以扩展的方向:
- 碰撞检测:处理角色与环境的碰撞。
- 状态机:管理角色的不同状态(如跑步、跳跃、攻击等)。
- 网络同步:处理多玩家的网络同步。
- 优化:提高性能和减少资源消耗。
1. 碰撞检测
我们可以使用简单的AABB(轴对齐边界框)碰撞检测来处理角色与环境的碰撞。
碰撞检测(CollisionDetection)
public class CollisionDetection
{
public static bool CheckCollision(AABB box1, AABB box2)
{
return (box1.Min.x <= box2.Max.x && box1.Max.x >= box2.Min.x) &&
(box1.Min.y <= box2.Max.y && box1.Max.y >= box2.Min.y) &&
(box1.Min.z <= box2.Max.z && box1.Max.z >= box2.Min.z);
}
}
public struct AABB
{
public Vector3 Min;
public Vector3 Max;
public AABB(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
}
2. 状态机
我们可以使用状态机来管理角色的不同状态。
状态机(StateMachine)
using System;
using System.Collections.Generic;
public class StateMachine
{
private Dictionary<string, Action> _states;
private string _currentState;
public StateMachine()
{
_states = new Dictionary<string, Action>();
}
public void AddState(string stateName, Action stateAction)
{
_states[stateName] = stateAction;
}
public void ChangeState(string newState)
{
if (_states.ContainsKey(newState))
{
_currentState = newState;
}
else
{
throw new ArgumentException($"State {newState} does not exist.");
}
}
public void Update()
{
if (_states.ContainsKey(_currentState))
{
_states[_currentState].Invoke();
}
}
}
3. 网络同步
我们可以使用简单的网络同步机制来处理多玩家的网络同步。
网络同步(NetworkSync)
using System;
using System.Net;
using System.Net.Sockets;
using System.Text;
public class NetworkSync
{
private UdpClient _udpClient;
private IPEndPoint _remoteEndPoint;
public NetworkSync(string ipAddress, int port)
{
_udpClient = new UdpClient();
_remoteEndPoint = new IPEndPoint(IPAddress.Parse(ipAddress), port);
}
public void SendData(string data)
{
var bytes = Encoding.UTF8.GetBytes(data);
_udpClient.Send(bytes, bytes.Length, _remoteEndPoint);
}
public string ReceiveData()
{
var receivedBytes = _udpClient.Receive(ref _remoteEndPoint);
return Encoding.UTF8.GetString(receivedBytes);
}
}
4. 优化
我们可以通过一些优化手段来提高性能和减少资源消耗。
优化示例
- 对象池:减少对象的频繁创建和销毁。
- 多线程:利用多线程提高性能。
- 内存管理:优化内存使用,减少垃圾回收。
对象池(ObjectPool)
using System;
using System.Collections.Generic;
public class ObjectPool<T> where T : new()
{
private Stack<T> _pool;
public ObjectPool(int initialCapacity)
{
_pool = new Stack<T>(initialCapacity);
for (int i = 0; i < initialCapacity; i++)
{
_pool.Push(new T());
}
}
public T GetObject()
{
if (_pool.Count > 0)
{
return _pool.Pop();
}
else
{
return new T();
}
}
public void ReturnObject(T obj)
{
_pool.Push(obj);
}
}
整合扩展功能
我们将整合上述扩展功能,形成一个更完整的角色移动系统。
扩展后的角色移动系统(ExtendedCharacterMovementSystem)
using System;
public class ExtendedCharacterMovementSystem
{
private ConfigManager _configManager;
private InputManager _inputManager;
private CharacterController _characterController;
private AnimationSystem _animationSystem;
private EventSystem _eventSystem;
private StateMachine _stateMachine;
private NetworkSync _networkSync;
private ObjectPool<Vector3> _vector3Pool;
public ExtendedCharacterMovementSystem(string configFilePath, string ipAddress, int port)
{
_configManager = new ConfigManager(configFilePath);
float speed = float.Parse(_configManager.GetConfigValue("Speed"));
float jumpForce = float.Parse(_configManager.GetConfigValue("JumpForce"));
_characterController = new CharacterController(speed, jumpForce);
_animationSystem = new AnimationSystem();
_eventSystem = new EventSystem();
_stateMachine = new StateMachine();
_networkSync = new NetworkSync(ipAddress, port);
_vector3Pool = new ObjectPool<Vector3>(10);
_inputManager = new InputManager();
_inputManager.BindKey("W", () => Move(new Vector3(0, 0, 1)));
_inputManager.BindKey("A", () => Move(new Vector3(-1, 0, 0)));
_inputManager.BindKey("S", () => Move(new Vector3(0, 0, -1)));
_inputManager.BindKey("D", () => Move(new Vector3(1, 0, 0)));
_inputManager.BindKey("Space", Jump);
_eventSystem.OnMove += () => _animationSystem.PlayAnimation("Run");
_eventSystem.OnJump += () => _animationSystem.PlayAnimation("Jump");
_stateMachine.AddState("Idle", IdleState);
_stateMachine.AddState("Running", RunningState);
_stateMachine.AddState("Jumping", JumpingState);
_stateMachine.ChangeState("Idle");
}
public void HandleInput(string key)
{
_inputManager.HandleInput(key);
}
private void Move(Vector3 direction)
{
_characterController.Move(direction);
_eventSystem.TriggerMove();
_stateMachine.ChangeState("Running");
}
private void Jump()
{
_characterController.Jump();
_eventSystem.TriggerJump();
_stateMachine.ChangeState("Jumping");
}
public void Update()
{
_characterController.Update();
_stateMachine.Update();
// 网络同步
var position = _characterController.GetPosition();
_networkSync.SendData(position.ToString());
// 对象池示例
var vector = _vector3Pool.GetObject();
vector.x = 1;
vector.y = 2;
vector.z = 3;
_vector3Pool.ReturnObject(vector);
}
private void IdleState()
{
// Idle state logic
}
private void RunningState()
{
// Running state logic
}
private void JumpingState()
{
// Jumping state logic
}
public Vector3 GetCharacterPosition()
{
return _characterController.GetPosition();
}
}
使用示例
public class Game
{
private ExtendedCharacterMovementSystem _movementSystem;
public Game()
{
_movementSystem = new ExtendedCharacterMovementSystem("config.json", "127.0.0.1", 12345);
}
public void Update()
{
// 处理输入
if (Console.KeyAvailable)
{
var key = Console.ReadKey(true).Key.ToString();
_movementSystem.HandleInput(key);
}
// 更新角色状态
_movementSystem.Update();
// 获取角色位置
var position = _movementSystem.GetCharacterPosition();
Console.WriteLine($"Character position: {position}");
}
}
public class Program
{
public static void Main(string[] args)
{
var game = new Game();
while (true)
{
game.Update();
System.Threading.Thread.Sleep(16); // 模拟帧率
}
}
}
总结
通过增加碰撞检测、状态机、网络同步和优化,我们进一步扩展了角色移动模块,使其更加完善和高效。这个模块现在可以处理角色的移动、跳跃、动画播放、事件触发、碰撞检测、状态管理和网络同步,并且通过对象池和多线程等优化手段提高了性能。
如果你有更多的需求或问题,欢迎继续提问。
碰撞检测
实现一个高扩展、高性能、高可配置的C#版射击游戏中的碰撞检测模块是一个复杂的任务。为了实现这一目标,我们需要考虑以下几个方面:
- 碰撞检测算法:选择合适的碰撞检测算法,如AABB、OBB、球体碰撞、射线检测等。
- 空间分区:使用空间分区技术(如四叉树、八叉树、BVH等)来提高碰撞检测的效率。
- 物理引擎集成:集成物理引擎(如Unity的PhysX)来处理复杂的物理交互。
- 配置管理:使用配置文件来管理碰撞检测的参数和设置。
- 事件系统:处理碰撞事件并触发相应的逻辑。
以下是一个详细的实现示例:
1. 碰撞检测算法
我们将实现AABB(轴对齐边界框)和球体碰撞检测。
AABB 碰撞检测
public struct AABB
{
public Vector3 Min;
public Vector3 Max;
public AABB(Vector3 min, Vector3 max)
{
Min = min;
Max = max;
}
public bool Intersects(AABB other)
{
return (Min.x <= other.Max.x && Max.x >= other.Min.x) &&
(Min.y <= other.Max.y && Max.y >= other.Min.y) &&
(Min.z <= other.Max.z && Max.z >= other.Min.z);
}
}
球体碰撞检测
public struct Sphere
{
public Vector3 Center;
public float Radius;
public Sphere(Vector3 center, float radius)
{
Center = center;
Radius = radius;
}
public bool Intersects(Sphere other)
{
float distance = Vector3.Distance(Center, other.Center);
return distance <= (Radius + other.Radius);
}
}
2. 空间分区
我们将使用八叉树(Octree)来进行空间分区,以提高碰撞检测的效率。
八叉树节点
public class OctreeNode
{
private const int MaxObjects = 10;
private const int MaxLevels = 5;
private int _level;
private List<AABB> _objects;
private AABB _bounds;
private OctreeNode[] _nodes;
public OctreeNode(int level, AABB bounds)
{
_level = level;
_objects = new List<AABB>();
_bounds = bounds;
_nodes = new OctreeNode[8];
}
public void Clear()
{
_objects.Clear();
for (int i = 0; i < _nodes.Length; i++)
{
if (_nodes[i] != null)
{
_nodes[i].Clear();
_nodes[i] = null;
}
}
}
private void Split()
{
float subWidth = (_bounds.Max.x - _bounds.Min.x) / 2f;
float subHeight = (_bounds.Max.y - _bounds.Min.y) / 2f;
float subDepth = (_bounds.Max.z - _bounds.Min.z) / 2f;
float x = _bounds.Min.x;
float y = _bounds.Min.y;
float z = _bounds.Min.z;
_nodes[0] = new OctreeNode(_level + 1, new AABB(new Vector3(x, y, z), new Vector3(x + subWidth, y + subHeight, z + subDepth)));
_nodes[1] = new OctreeNode(_level + 1, new AABB(new Vector3(x + subWidth, y, z), new Vector3(x + subWidth * 2, y + subHeight, z + subDepth)));
_nodes[2] = new OctreeNode(_level + 1, new AABB(new Vector3(x, y + subHeight, z), new Vector3(x + subWidth, y + subHeight * 2, z + subDepth)));
_nodes[3] = new OctreeNode(_level + 1, new AABB(new Vector3(x + subWidth, y + subHeight, z), new Vector3(x + subWidth * 2, y + subHeight * 2, z + subDepth)));
_nodes[4] = new OctreeNode(_level + 1, new AABB(new Vector3(x, y, z + subDepth), new Vector3(x + subWidth, y + subHeight, z + subDepth * 2)));
_nodes[5] = new OctreeNode(_level + 1, new AABB(new Vector3(x + subWidth, y, z + subDepth), new Vector3(x + subWidth * 2, y + subHeight, z + subDepth * 2)));
_nodes[6] = new OctreeNode(_level + 1, new AABB(new Vector3(x, y + subHeight, z + subDepth), new Vector3(x + subWidth, y + subHeight * 2, z + subDepth * 2)));
_nodes[7] = new OctreeNode(_level + 1, new AABB(new Vector3(x + subWidth, y + subHeight, z + subDepth), new Vector3(x + subWidth * 2, y + subHeight * 2, z + subDepth * 2)));
}
private int GetIndex(AABB aabb)
{
int index = -1;
float verticalMidpoint = _bounds.Min.x + (_bounds.Max.x - _bounds.Min.x) / 2f;
float horizontalMidpoint = _bounds.Min.y + (_bounds.Max.y - _bounds.Min.y) / 2f;
float depthMidpoint = _bounds.Min.z + (_bounds.Max.z - _bounds.Min.z) / 2f;
bool topQuadrant = (aabb.Min.y > horizontalMidpoint);
bool bottomQuadrant = (aabb.Max.y < horizontalMidpoint);
bool frontQuadrant = (aabb.Min.z > depthMidpoint);
bool backQuadrant = (aabb.Max.z < depthMidpoint);
if (aabb.Max.x < verticalMidpoint)
{
if (frontQuadrant)
{
if (topQuadrant)
{
index = 6;
}
else if (bottomQuadrant)
{
index = 4;
}
}
else if (backQuadrant)
{
if (topQuadrant)
{
index = 2;
}
else if (bottomQuadrant)
{
index = 0;
}
}
}
else if (aabb.Min.x > verticalMidpoint)
{
if (frontQuadrant)
{
if (topQuadrant)
{
index = 7;
}
else if (bottomQuadrant)
{
index = 5;
}
}
else if (backQuadrant)
{
if (topQuadrant)
{
index = 3;
}
else if (bottomQuadrant)
{
index = 1;
}
}
}
return index;
}
public void Insert(AABB aabb)
{
if (_nodes[0] != null)
{
int index = GetIndex(aabb);
if (index != -1)
{
_nodes[index].Insert(aabb);
return;
}
}
_objects.Add(aabb);
if (_objects.Count > MaxObjects && _level < MaxLevels)
{
if (_nodes[0] == null)
{
Split();
}
int i = 0;
while (i < _objects.Count)
{
int index = GetIndex(_objects[i]);
if (index != -1)
{
_nodes[index].Insert(_objects[i]);
_objects.RemoveAt(i);
}
else
{
i++;
}
}
}
}
public List<AABB> Retrieve(List<AABB> returnObjects, AABB aabb)
{
int index = GetIndex(aabb);
if (index != -1 && _nodes[0] != null)
{
_nodes[index].Retrieve(returnObjects, aabb);
}
returnObjects.AddRange(_objects);
return returnObjects;
}
}
3. 物理引擎集成
我们将使用Unity的PhysX物理引擎来处理复杂的物理交互。
物理引擎集成示例
using UnityEngine;
public class PhysicsManager : MonoBehaviour
{
private void OnCollisionEnter(Collision collision)
{
// 处理碰撞事件
Debug.Log($"Collision detected between {collision.gameObject.name} and {collision.other.gameObject.name}");
}
}
4. 配置管理
我们将使用JSON文件来管理碰撞检测的参数和设置。
配置管理示例
using System.IO;
using Newtonsoft.Json;
public class ConfigManager
{
private dynamic _config;
public ConfigManager(string configFilePath)
{
string json = File.ReadAllText(configFilePath);
_config = JsonConvert.DeserializeObject(json);
}
public T GetConfigValue<T>(string key)
{
return _config[key].ToObject<T>();
}
}
5. 事件系统
我们将使用事件系统来处理碰撞事件并触发相应的逻辑。
事件系统示例
using System;
public class EventSystem
{
public event Action OnCollision;
public void TriggerCollision()
{
OnCollision?.Invoke();
}
}
整合碰撞检测模块
我们将整合上述各个部分,形成一个完整的碰撞检测模块。
碰撞检测模块(CollisionDetectionSystem)
using System.Collections.Generic;
using UnityEngine;
public class CollisionDetectionSystem : MonoBehaviour
{
private ConfigManager _configManager;
private OctreeNode _octree;
private EventSystem _eventSystem;
private void Start()
{
_configManager = new ConfigManager("config.json");
Vector3 minBounds = _configManager.GetConfigValue<Vector3>("MinBounds");
Vector3 maxBounds = _configManager.GetConfigValue<Vector3>("MaxBounds");
_octree = new OctreeNode(0, new AABB(minBounds, maxBounds));
_eventSystem = new EventSystem();
_eventSystem.OnCollision += HandleCollision;
}
private void Update()
{
// 更新物体位置并插入八叉树
foreach (var obj in FindObjectsOfType<Collider>())
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_octree.Insert(aabb);
}
// 检测碰撞
List<AABB> potentialCollisions = new List<AABB>();
foreach (var obj in FindObjectsOfType<Collider>())
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
potentialCollisions.Clear();
_octree.Retrieve(potentialCollisions, aabb);
foreach (var other in potentialCollisions)
{
if (aabb.Intersects(other))
{
_eventSystem.TriggerCollision();
}
}
}
}
private void HandleCollision()
{
// 处理碰撞事件
Debug.Log("Collision detected!");
}
}
使用示例
public class Game : MonoBehaviour
{
private CollisionDetectionSystem _collisionDetectionSystem;
private void Start()
{
_collisionDetectionSystem = gameObject.AddComponent<CollisionDetectionSystem>();
}
private void Update()
{
_collisionDetectionSystem.Update();
}
}
总结
通过实现AABB和球体碰撞检测、使用八叉树进行空间分区、集成物理引擎、使用配置文件管理参数和设置,以及使用事件系统处理碰撞事件,我们构建了一个高扩展、高性能、高可配置的C#版射击游戏中的碰撞检测模块。
这个模块可以处理复杂的碰撞检测需求,并且具有良好的扩展性和性能。如果你有更多的需求或问题,欢迎继续提问。
好的,我们可以进一步扩展和优化这个碰撞检测模块,以满足更复杂的需求和提高性能。以下是一些可以进一步改进和扩展的方面:
6. 动态对象管理
在实际游戏中,物体的位置和状态是动态变化的,因此我们需要一个系统来管理动态对象,并在每帧更新它们的位置和状态。
动态对象管理示例
using System.Collections.Generic;
using UnityEngine;
public class DynamicObjectManager : MonoBehaviour
{
private List<Collider> _dynamicObjects;
private void Start()
{
_dynamicObjects = new List<Collider>();
}
public void RegisterObject(Collider obj)
{
if (!_dynamicObjects.Contains(obj))
{
_dynamicObjects.Add(obj);
}
}
public void UnregisterObject(Collider obj)
{
if (_dynamicObjects.Contains(obj))
{
_dynamicObjects.Remove(obj);
}
}
public List<Collider> GetDynamicObjects()
{
return _dynamicObjects;
}
}
7. 多线程处理
为了进一步提高性能,我们可以使用多线程来并行处理碰撞检测。C#中的Task和Parallel类可以帮助我们实现这一点。
多线程处理示例
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class MultiThreadedCollisionDetectionSystem : MonoBehaviour
{
private ConfigManager _configManager;
private OctreeNode _octree;
private EventSystem _eventSystem;
private DynamicObjectManager _dynamicObjectManager;
private void Start()
{
_configManager = new ConfigManager("config.json");
Vector3 minBounds = _configManager.GetConfigValue<Vector3>("MinBounds");
Vector3 maxBounds = _configManager.GetConfigValue<Vector3>("MaxBounds");
_octree = new OctreeNode(0, new AABB(minBounds, maxBounds));
_eventSystem = new EventSystem();
_eventSystem.OnCollision += HandleCollision;
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
}
private void Update()
{
// 更新物体位置并插入八叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_octree.Insert(aabb);
});
// 检测碰撞
List<AABB> potentialCollisions = new List<AABB>();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
potentialCollisions.Clear();
_octree.Retrieve(potentialCollisions, aabb);
foreach (var other in potentialCollisions)
{
if (aabb.Intersects(other))
{
_eventSystem.TriggerCollision();
}
}
});
}
private void HandleCollision()
{
// 处理碰撞事件
Debug.Log("Collision detected!");
}
}
8. 碰撞过滤
在某些情况下,我们可能希望过滤掉某些类型的碰撞。例如,玩家的子弹不应该与其他玩家的子弹发生碰撞。我们可以使用碰撞过滤器来实现这一点。
碰撞过滤示例
public class CollisionFilter
{
public bool ShouldCollide(GameObject obj1, GameObject obj2)
{
// 实现自定义的碰撞过滤逻辑
// 例如,过滤掉玩家的子弹与其他玩家的子弹的碰撞
if (obj1.CompareTag("PlayerBullet") && obj2.CompareTag("PlayerBullet"))
{
return false;
}
return true;
}
}
9. 碰撞响应
除了检测碰撞,我们还需要处理碰撞响应。例如,当子弹击中敌人时,我们需要减少敌人的生命值。我们可以使用事件系统来处理碰撞响应。
碰撞响应示例
public class CollisionResponse
{
public void OnCollision(GameObject obj1, GameObject obj2)
{
// 实现自定义的碰撞响应逻辑
// 例如,当子弹击中敌人时,减少敌人的生命值
if (obj1.CompareTag("Bullet") && obj2.CompareTag("Enemy"))
{
Enemy enemy = obj2.GetComponent<Enemy>();
if (enemy != null)
{
enemy.TakeDamage(10);
}
}
}
}
10. 完整整合
我们将上述各个部分整合到一个完整的碰撞检测系统中。
完整整合示例
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class CompleteCollisionDetectionSystem : MonoBehaviour
{
private ConfigManager _configManager;
private OctreeNode _octree;
private EventSystem _eventSystem;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private void Start()
{
_configManager = new ConfigManager("config.json");
Vector3 minBounds = _configManager.GetConfigValue<Vector3>("MinBounds");
Vector3 maxBounds = _configManager.GetConfigValue<Vector3>("MaxBounds");
_octree = new OctreeNode(0, new AABB(minBounds, maxBounds));
_eventSystem = new EventSystem();
_eventSystem.OnCollision += HandleCollision;
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
}
private void Update()
{
// 更新物体位置并插入八叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_octree.Insert(aabb);
});
// 检测碰撞
List<AABB> potentialCollisions = new List<AABB>();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
potentialCollisions.Clear();
_octree.Retrieve(potentialCollisions, aabb);
foreach (var other in potentialCollisions)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_eventSystem.TriggerCollision();
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
}
}
});
}
private void HandleCollision()
{
// 处理碰撞事件
Debug.Log("Collision detected!");
}
}
使用示例
public class Game : MonoBehaviour
{
private CompleteCollisionDetectionSystem _collisionDetectionSystem;
private void Start()
{
_collisionDetectionSystem = gameObject.AddComponent<CompleteCollisionDetectionSystem>();
}
private void Update()
{
_collisionDetectionSystem.Update();
}
}
总结
通过动态对象管理、多线程处理、碰撞过滤和碰撞响应,我们进一步扩展和优化了碰撞检测模块,使其更加高效和灵活。这个模块现在可以处理更复杂的碰撞检测需求,并且具有更高的性能和可配置性。
如果你有更多的需求或问题,欢迎继续提问。
好的,我们可以继续扩展和优化这个碰撞检测系统,进一步提升其功能和性能。以下是一些高级的改进和扩展建议:
11. 空间分割技术
除了八叉树(Octree),还有其他的空间分割技术可以用于碰撞检测,例如四叉树(Quadtree)和网格(Grid)。这些技术在不同的场景下有不同的优势。
四叉树(Quadtree)
四叉树适用于2D空间的分割,可以用于2D游戏的碰撞检测。
public class QuadtreeNode
{
private const int MAX_OBJECTS = 10;
private const int MAX_LEVELS = 5;
private int _level;
private List<AABB> _objects;
private AABB _bounds;
private QuadtreeNode[] _nodes;
public QuadtreeNode(int level, AABB bounds)
{
_level = level;
_objects = new List<AABB>();
_bounds = bounds;
_nodes = new QuadtreeNode[4];
}
public void Clear()
{
_objects.Clear();
for (int i = 0; i < _nodes.Length; i++)
{
if (_nodes[i] != null)
{
_nodes[i].Clear();
_nodes[i] = null;
}
}
}
private void Split()
{
float subWidth = _bounds.Size.x / 2f;
float subHeight = _bounds.Size.y / 2f;
float x = _bounds.Center.x;
float y = _bounds.Center.y;
_nodes[0] = new QuadtreeNode(_level + 1, new AABB(new Vector3(x + subWidth / 2, y + subHeight / 2, 0), new Vector3(subWidth, subHeight, 0)));
_nodes[1] = new QuadtreeNode(_level + 1, new AABB(new Vector3(x - subWidth / 2, y + subHeight / 2, 0), new Vector3(subWidth, subHeight, 0)));
_nodes[2] = new QuadtreeNode(_level + 1, new AABB(new Vector3(x - subWidth / 2, y - subHeight / 2, 0), new Vector3(subWidth, subHeight, 0)));
_nodes[3] = new QuadtreeNode(_level + 1, new AABB(new Vector3(x + subWidth / 2, y - subHeight / 2, 0), new Vector3(subWidth, subHeight, 0)));
}
private int GetIndex(AABB aabb)
{
int index = -1;
float verticalMidpoint = _bounds.Center.x;
float horizontalMidpoint = _bounds.Center.y;
bool topQuadrant = (aabb.Min.y > horizontalMidpoint);
bool bottomQuadrant = (aabb.Max.y < horizontalMidpoint);
if (aabb.Max.x < verticalMidpoint)
{
if (topQuadrant)
{
index = 1;
}
else if (bottomQuadrant)
{
index = 2;
}
}
else if (aabb.Min.x > verticalMidpoint)
{
if (topQuadrant)
{
index = 0;
}
else if (bottomQuadrant)
{
index = 3;
}
}
return index;
}
public void Insert(AABB aabb)
{
if (_nodes[0] != null)
{
int index = GetIndex(aabb);
if (index != -1)
{
_nodes[index].Insert(aabb);
return;
}
}
_objects.Add(aabb);
if (_objects.Count > MAX_OBJECTS && _level < MAX_LEVELS)
{
if (_nodes[0] == null)
{
Split();
}
int i = 0;
while (i < _objects.Count)
{
int index = GetIndex(_objects[i]);
if (index != -1)
{
_nodes[index].Insert(_objects[i]);
_objects.RemoveAt(i);
}
else
{
i++;
}
}
}
}
public void Retrieve(List<AABB> returnObjects, AABB aabb)
{
int index = GetIndex(aabb);
if (index != -1 && _nodes[0] != null)
{
_nodes[index].Retrieve(returnObjects, aabb);
}
returnObjects.AddRange(_objects);
}
}
12. 碰撞预测
在某些情况下,我们可能希望预测未来的碰撞。例如,在高速移动的物体之间,可能会在两帧之间发生碰撞。我们可以使用线性插值(Linear Interpolation)来预测未来的碰撞。
碰撞预测示例
public class CollisionPrediction
{
public bool PredictCollision(AABB aabb1, Vector3 velocity1, AABB aabb2, Vector3 velocity2, float deltaTime)
{
Vector3 futurePosition1 = aabb1.Center + velocity1 * deltaTime;
Vector3 futurePosition2 = aabb2.Center + velocity2 * deltaTime;
AABB futureAABB1 = new AABB(futurePosition1 - aabb1.Size / 2, futurePosition1 + aabb1.Size / 2);
AABB futureAABB2 = new AABB(futurePosition2 - aabb2.Size / 2, futurePosition2 + aabb2.Size / 2);
return futureAABB1.Intersects(futureAABB2);
}
}
13. 碰撞分离
在检测到碰撞后,我们需要将碰撞的物体分离开,以避免它们继续重叠。我们可以使用简单的分离轴定理(Separating Axis Theorem, SAT)来实现这一点。
碰撞分离示例
public class CollisionSeparation
{
public void Separate(AABB aabb1, AABB aabb2)
{
Vector3 overlap = GetOverlap(aabb1, aabb2);
if (overlap != Vector3.zero)
{
Vector3 separation = overlap / 2;
aabb1.Center -= separation;
aabb2.Center += separation;
}
}
private Vector3 GetOverlap(AABB aabb1, AABB aabb2)
{
Vector3 overlap = Vector3.zero;
float xOverlap = Mathf.Min(aabb1.Max.x, aabb2.Max.x) - Mathf.Max(aabb1.Min.x, aabb2.Min.x);
float yOverlap = Mathf.Min(aabb1.Max.y, aabb2.Max.y) - Mathf.Max(aabb1.Min.y, aabb2.Min.y);
float zOverlap = Mathf.Min(aabb1.Max.z, aabb2.Max.z) - Mathf.Max(aabb1.Min.z, aabb2.Min.z);
if (xOverlap > 0 && yOverlap > 0 && zOverlap > 0)
{
overlap = new Vector3(xOverlap, yOverlap, zOverlap);
}
return overlap;
}
}
14. 碰撞回调
为了更灵活地处理碰撞事件,我们可以使用回调函数。这样,用户可以自定义碰撞处理逻辑。
碰撞回调示例
public class CollisionCallback
{
public delegate void CollisionHandler(GameObject obj1, GameObject obj2);
public event CollisionHandler OnCollision;
public void TriggerCollision(GameObject obj1, GameObject obj2)
{
OnCollision?.Invoke(obj1, obj2);
}
}
15. 完整整合
我们将上述各个部分整合到一个更完整的碰撞检测系统中。
完整整合示例
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
public class AdvancedCollisionDetectionSystem : MonoBehaviour
{
private ConfigManager _configManager;
private QuadtreeNode _quadtree;
private EventSystem _eventSystem;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionPrediction _collisionPrediction;
private CollisionSeparation _collisionSeparation;
private CollisionCallback _collisionCallback;
private void Start()
{
_configManager = new ConfigManager("config.json");
Vector3 minBounds = _configManager.GetConfigValue<Vector3>("MinBounds");
Vector3 maxBounds = _configManager.GetConfigValue<Vector3>("MaxBounds");
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_eventSystem = new EventSystem();
_eventSystem.OnCollision += HandleCollision;
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionPrediction = new CollisionPrediction();
_collisionSeparation = new CollisionSeparation();
_collisionCallback = new CollisionCallback();
_collisionCallback.OnCollision += HandleCollisionCallback;
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
});
// 检测碰撞
List<AABB> potentialCollisions = new List<AABB>();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
potentialCollisions.Clear();
_quadtree.Retrieve(potentialCollisions, aabb);
foreach (var other in potentialCollisions)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_eventSystem.TriggerCollision();
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionCallback.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
});
}
private void HandleCollision()
{
// 处理碰撞事件
Debug.Log("Collision detected!");
}
private void HandleCollisionCallback(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
使用示例
public class Game : MonoBehaviour
{
private AdvancedCollisionDetectionSystem _collisionDetectionSystem;
private void Start()
{
_collisionDetectionSystem = gameObject.AddComponent<AdvancedCollisionDetectionSystem>();
}
private void Update()
{
_collisionDetectionSystem.Update();
}
}
总结
通过引入四叉树、碰撞预测、碰撞分离和碰撞回调,我们进一步扩展和优化了碰撞检测系统,使其更加高效、灵活和功能丰富。这个系统现在可以处理更复杂的碰撞检测需求,并且具有更高的性能和可配置性。
如果你有更多的需求或问题,欢迎继续提问。
好的,我们可以继续深入探讨碰撞检测系统的更多高级功能和优化策略。以下是一些进一步的改进和扩展建议:
16. 碰撞检测的多线程优化
在复杂的场景中,碰撞检测可能会成为性能瓶颈。我们可以利用多线程技术来并行化碰撞检测过程,从而提高性能。
多线程优化示例
using System.Collections.Concurrent;
using System.Threading.Tasks;
public class MultithreadedCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionCallback _collisionCallback;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionCallback = new CollisionCallback();
_collisionCallback.OnCollision += HandleCollisionCallback;
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
});
// 检测碰撞
ConcurrentBag<(AABB, AABB)> potentialCollisions = new ConcurrentBag<(AABB, AABB)>();
Parallel.ForEach(dynamicObjects, obj =>
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
potentialCollisions.Add((aabb, other));
}
}
});
// 处理碰撞
Parallel.ForEach(potentialCollisions, collisionPair =>
{
_collisionResponse.OnCollision(collisionPair.Item1, collisionPair.Item2);
_collisionCallback.TriggerCollision(collisionPair.Item1, collisionPair.Item2);
_collisionSeparation.Separate(collisionPair.Item1, collisionPair.Item2);
});
}
private void HandleCollisionCallback(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
17. 碰撞检测的缓存优化
为了进一步提高性能,我们可以引入缓存机制,避免重复计算。例如,我们可以缓存物体的AABB和碰撞检测结果。
缓存优化示例
public class CachedCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionCallback _collisionCallback;
private Dictionary<Collider, AABB> _aabbCache;
private Dictionary<(Collider, Collider), bool> _collisionCache;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionCallback = new CollisionCallback();
_collisionCallback.OnCollision += HandleCollisionCallback;
_aabbCache = new Dictionary<Collider, AABB>();
_collisionCache = new Dictionary<(Collider, Collider), bool>();
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
_aabbCache.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_aabbCache[obj] = aabb;
_quadtree.Insert(aabb);
}
// 检测碰撞
_collisionCache.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = _aabbCache[obj];
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
var key = (obj, other);
if (!_collisionCache.ContainsKey(key))
{
_collisionCache[key] = true;
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionCallback.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
}
}
private void HandleCollisionCallback(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
18. 碰撞检测的事件系统
为了更好地管理和处理碰撞事件,我们可以引入一个事件系统。这个系统可以让不同的模块订阅和处理碰撞事件,从而实现更灵活的碰撞处理逻辑。
事件系统示例
public class CollisionEventSystem
{
public delegate void CollisionEventHandler(GameObject obj1, GameObject obj2);
public event CollisionEventHandler OnCollision;
public void TriggerCollision(GameObject obj1, GameObject obj2)
{
OnCollision?.Invoke(obj1, obj2);
}
}
public class EventDrivenCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
19. 碰撞检测的调试工具
为了更好地调试和优化碰撞检测系统,我们可以引入一些调试工具。例如,我们可以在场景中可视化AABB和碰撞检测结果。
调试工具示例
public class CollisionDebugTool : MonoBehaviour
{
private List<AABB> _aabbs;
private void Start()
{
_aabbs = new List<AABB>();
}
public void AddAABB(AABB aabb)
{
_aabbs.Add(aabb);
}
private void OnDrawGizmos()
{
Gizmos.color = Color.red;
foreach (var aabb in _aabbs)
{
Gizmos.DrawWireCube(aabb.Center, aabb.Size);
}
}
}
public class DebuggableCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private CollisionDebugTool _collisionDebugTool;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
_collisionDebugTool = gameObject.AddComponent<CollisionDebugTool>();
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
_collisionDebugTool.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
_collisionDebugTool.AddAABB(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
20. 碰撞检测的扩展
我们可以进一步扩展碰撞检测系统,以支持更多的碰撞形状和检测算法。例如,支持球体(Sphere)、胶囊体(Capsule)等形状的碰撞检测。
扩展示例
public class Sphere
{
public Vector3 Center { get; set; }
public float Radius { get; set; }
public Sphere(Vector3 center, float radius)
{
Center = center;
Radius = radius;
}
public bool Intersects(Sphere other)
{
float distance = Vector3.Distance(Center, other.Center);
return distance < (Radius + other.Radius);
}
}
public class Capsule
{
public Vector3 Point1 { get; set; }
public Vector3 Point2 { get; set; }
public float Radius { get; set; }
public Capsule(Vector3 point1, Vector3 point2, float radius)
{
Point1 = point1;
Point2 = point2;
Radius = radius;
}
public bool Intersects(Capsule other)
{
// 简单的胶囊体碰撞检测算法
float distance = Vector3.Distance(Point1, other.Point1);
return distance < (Radius + other.Radius);
}
}
总结
通过引入多线程优化、缓存优化、事件系统、调试工具和扩展支持,我们进一步提升了碰撞检测系统的性能、灵活性和功能。这个系统现在可以处理更复杂的碰撞检测需求,并且具有更高的性能和可配置性。
如果你有更多的需求或问题,欢迎继续提问。
好的,我们可以继续深入探讨碰撞检测系统的更多高级功能和优化策略。以下是一些进一步的改进和扩展建议:
21. 碰撞检测的层级管理
在复杂的游戏场景中,不同类型的物体可能需要不同的碰撞检测策略。我们可以引入层级管理系统,将物体分配到不同的层级,并为每个层级定义不同的碰撞规则。
层级管理示例
public class CollisionLayer
{
public string Name { get; private set; }
public int Mask { get; private set; }
public CollisionLayer(string name, int mask)
{
Name = name;
Mask = mask;
}
}
public class CollisionLayerManager
{
private Dictionary<string, CollisionLayer> _layers;
public CollisionLayerManager()
{
_layers = new Dictionary<string, CollisionLayer>();
}
public void AddLayer(string name, int mask)
{
if (!_layers.ContainsKey(name))
{
_layers[name] = new CollisionLayer(name, mask);
}
}
public CollisionLayer GetLayer(string name)
{
return _layers.ContainsKey(name) ? _layers[name] : null;
}
public bool ShouldCollide(GameObject obj1, GameObject obj2)
{
int layer1 = obj1.layer;
int layer2 = obj2.layer;
return (layer1 & layer2) != 0;
}
}
public class LayeredCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private CollisionLayerManager _collisionLayerManager;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
_collisionLayerManager = new CollisionLayerManager();
// 添加层级
_collisionLayerManager.AddLayer("Default", 1 << 0);
_collisionLayerManager.AddLayer("Player", 1 << 1);
_collisionLayerManager.AddLayer("Enemy", 1 << 2);
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject) && _collisionLayerManager.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
22. 碰撞检测的动态调整
在某些情况下,我们可能需要动态调整碰撞检测的参数,例如调整四叉树的深度或AABB的大小。我们可以引入一个配置系统,允许在运行时动态调整这些参数。
动态调整示例
public class CollisionConfig
{
public int QuadtreeMaxDepth { get; set; }
public Vector3 AABBMinBounds { get; set; }
public Vector3 AABBMaxBounds { get; set; }
public CollisionConfig()
{
QuadtreeMaxDepth = 5;
AABBMinBounds = new Vector3(-100, -100, -100);
AABBMaxBounds = new Vector3(100, 100, 100);
}
}
public class ConfigurableCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private CollisionConfig _collisionConfig;
private void Start()
{
_collisionConfig = new CollisionConfig();
InitializeQuadtree();
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
}
private void InitializeQuadtree()
{
_quadtree = new QuadtreeNode(0, new AABB(_collisionConfig.AABBMinBounds, _collisionConfig.AABBMaxBounds));
}
private void Update()
{
// 动态调整四叉树参数
if (Input.GetKeyDown(KeyCode.UpArrow))
{
_collisionConfig.QuadtreeMaxDepth++;
InitializeQuadtree();
}
else if (Input.GetKeyDown(KeyCode.DownArrow))
{
_collisionConfig.QuadtreeMaxDepth = Mathf.Max(1, _collisionConfig.QuadtreeMaxDepth - 1);
InitializeQuadtree();
}
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
23. 碰撞检测的统计和分析
为了更好地优化碰撞检测系统,我们可以引入统计和分析工具,记录和分析碰撞检测的性能数据。例如,我们可以记录每帧的碰撞检测次数、耗时等信息。
统计和分析示例
public class CollisionStatistics
{
public int CollisionChecks { get; private set; }
public int CollisionsDetected { get; private set; }
public float TotalTime { get; private set; }
public void Reset()
{
CollisionChecks = 0;
CollisionsDetected = 0;
TotalTime = 0;
}
public void AddCollisionCheck()
{
CollisionChecks++;
}
public void AddCollisionDetected()
{
CollisionsDetected++;
}
public void AddTime(float time)
{
TotalTime += time;
}
public void LogStatistics()
{
Debug.Log($"Collision Checks: {CollisionChecks}, Collisions Detected: {CollisionsDetected}, Total Time: {TotalTime}ms");
}
}
public class AnalyzedCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private CollisionStatistics _collisionStatistics;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
_collisionStatistics = new CollisionStatistics();
}
private void Update()
{
_collisionStatistics.Reset();
float startTime = Time.realtimeSinceStartup;
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
_collisionStatistics.AddCollisionCheck();
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionStatistics.AddCollisionDetected();
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
float endTime = Time.realtimeSinceStartup;
_collisionStatistics.AddTime((endTime - startTime) * 1000);
_collisionStatistics.LogStatistics();
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
24. 碰撞检测的网络同步
在多人在线游戏中,碰撞检测需要在客户端和服务器之间进行同步。我们可以引入网络同步机制,确保所有玩家看到的碰撞结果是一致的。
网络同步示例
public class NetworkedCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
// 同步碰撞事件到服务器
SyncCollisionToServer(obj.gameObject, other.gameObject);
}
}
}
}
private void SyncCollisionToServer(GameObject obj1, GameObject obj2)
{
// 自定义网络同步逻辑
Debug.Log($"Syncing collision between {obj1.name} and {obj2.name} to server");
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
25. 碰撞检测的可视化工具
为了更好地调试和优化碰撞检测系统,我们可以引入可视化工具,实时显示碰撞检测的结果和四叉树的结构。
可视化工具示例
public class CollisionVisualization : MonoBehaviour
{
private QuadtreeNode _quadtree;
private List<AABB> _aabbs;
private void Start()
{
_aabbs = new List<AABB>();
}
public void SetQuadtree(QuadtreeNode quadtree)
{
_quadtree = quadtree;
}
public void AddAABB(AABB aabb)
{
_aabbs.Add(aabb);
}
private void OnDrawGizmos()
{
if (_quadtree != null)
{
DrawQuadtree(_quadtree);
}
Gizmos.color = Color.red;
foreach (var aabb in _aabbs)
{
Gizmos.DrawWireCube(aabb.Center, aabb.Size);
}
}
private void DrawQuadtree(QuadtreeNode node)
{
if (node == null) return;
Gizmos.color = Color.green;
Gizmos.DrawWireCube(node.Bounds.Center, node.Bounds.Size);
foreach (var child in node.Children)
{
DrawQuadtree(child);
}
}
}
public class VisualizedCollisionDetectionSystem : MonoBehaviour
{
private QuadtreeNode _quadtree;
private DynamicObjectManager _dynamicObjectManager;
private CollisionFilter _collisionFilter;
private CollisionResponse _collisionResponse;
private CollisionSeparation _collisionSeparation;
private CollisionEventSystem _collisionEventSystem;
private CollisionVisualization _collisionVisualization;
private void Start()
{
Vector3 minBounds = new Vector3(-100, -100, -100);
Vector3 maxBounds = new Vector3(100, 100, 100);
_quadtree = new QuadtreeNode(0, new AABB(minBounds, maxBounds));
_dynamicObjectManager = gameObject.AddComponent<DynamicObjectManager>();
_collisionFilter = new CollisionFilter();
_collisionResponse = new CollisionResponse();
_collisionSeparation = new CollisionSeparation();
_collisionEventSystem = new CollisionEventSystem();
_collisionEventSystem.OnCollision += HandleCollisionEvent;
_collisionVisualization = gameObject.AddComponent<CollisionVisualization>();
_collisionVisualization.SetQuadtree(_quadtree);
}
private void Update()
{
// 更新物体位置并插入四叉树
List<Collider> dynamicObjects = _dynamicObjectManager.GetDynamicObjects();
_quadtree.Clear();
_collisionVisualization.Clear();
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
_quadtree.Insert(aabb);
_collisionVisualization.AddAABB(aabb);
}
// 检测碰撞
foreach (var obj in dynamicObjects)
{
AABB aabb = new AABB(obj.bounds.min, obj.bounds.max);
List<AABB> retrievedObjects = new List<AABB>();
_quadtree.Retrieve(retrievedObjects, aabb);
foreach (var other in retrievedObjects)
{
if (aabb.Intersects(other) && _collisionFilter.ShouldCollide(obj.gameObject, other.gameObject))
{
_collisionResponse.OnCollision(obj.gameObject, other.gameObject);
_collisionEventSystem.TriggerCollision(obj.gameObject, other.gameObject);
_collisionSeparation.Separate(aabb, other);
}
}
}
}
private void HandleCollisionEvent(GameObject obj1, GameObject obj2)
{
// 自定义碰撞处理逻辑
Debug.Log($"Collision between {obj1.name} and {obj2.name}");
}
}
总结
通过引入层级管理、动态调整、统计和分析、网络同步和可视化工具,我们进一步提升了碰撞检测系统的功能和可调试性。这个系统现在可以处理更复杂的碰撞检测需求,并且具有更高的性能和可配置性。
物理引擎
实现一个高扩展、高性能、高可配置的物理引擎模块是一个复杂且庞大的任务,尤其是在一个真实世界的射击游戏中。这个模块需要处理碰撞检测、物理模拟、力和运动等多个方面。以下是一个简化的框架,展示了如何开始构建这样的物理引擎模块。请注意,这只是一个起点,实际的实现会更加复杂,需要更多的优化和细节处理。
1. 基础结构
首先,我们需要定义一些基础的物理对象和向量操作。
using System;
using System.Collections.Generic;
using System.Numerics;
namespace PhysicsEngine
{
public class Vector3D
{
public float X { get; set; }
public float Y { get; set; }
public float Z { get; set; }
public Vector3D(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static Vector3D operator +(Vector3D a, Vector3D b)
{
return new Vector3D(a.X + b.X, a.Y + b.Y, a.Z + b.Z);
}
public static Vector3D operator -(Vector3D a, Vector3D b)
{
return new Vector3D(a.X - b.X, a.Y - b.Y, a.Z - b.Z);
}
public static Vector3D operator *(Vector3D a, float scalar)
{
return new Vector3D(a.X * scalar, a.Y * scalar, a.Z * scalar);
}
public float Magnitude()
{
return (float)Math.Sqrt(X * X, Y * Y, Z * Z);
}
public Vector3D Normalize()
{
float magnitude = Magnitude();
return new Vector3D(X / magnitude, Y / magnitude, Z / magnitude);
}
}
}
2. 物理对象
接下来,我们定义物理对象,如刚体和碰撞体。
namespace PhysicsEngine
{
public class RigidBody
{
public Vector3D Position { get; set; }
public Vector3D Velocity { get; set; }
public float Mass { get; set; }
public RigidBody(Vector3D position, Vector3D velocity, float mass)
{
Position = position;
Velocity = velocity;
Mass = mass;
}
public void ApplyForce(Vector3D force, float deltaTime)
{
Vector3D acceleration = force * (1 / Mass);
Velocity += acceleration * deltaTime;
}
public void Update(float deltaTime)
{
Position += Velocity * deltaTime;
}
}
public class Collider
{
public Vector3D Center { get; set; }
public float Radius { get; set; }
public Collider(Vector3D center, float radius)
{
Center = center;
Radius = radius;
}
public bool IsColliding(Collider other)
{
float distance = (Center - other.Center).Magnitude();
return distance < (Radius + other.Radius);
}
}
}
3. 物理引擎
然后,我们实现物理引擎的核心逻辑,包括更新物理对象和处理碰撞。
namespace PhysicsEngine
{
public class PhysicsEngine
{
private List<RigidBody> rigidBodies;
private List<Collider> colliders;
public PhysicsEngine()
{
rigidBodies = new List<RigidBody>();
colliders = new List<Collider>();
}
public void AddRigidBody(RigidBody rigidBody)
{
rigidBodies.Add(rigidBody);
}
public void AddCollider(Collider collider)
{
colliders.Add(collider);
}
public void Update(float deltaTime)
{
foreach (var rigidBody in rigidBodies)
{
rigidBody.Update(deltaTime);
}
for (int i = 0; i < colliders.Count; i++)
{
for (int j = i + 1; j < colliders.Count; j++)
{
if (colliders[i].IsColliding(colliders[j]))
{
HandleCollision(colliders[i], colliders[j]);
}
}
}
}
private void HandleCollision(Collider a, Collider b)
{
// 简单的弹性碰撞处理
Vector3D normal = (b.Center - a.Center).Normalize();
Vector3D relativeVelocity = a.RigidBody.Velocity - b.RigidBody.Velocity;
float velocityAlongNormal = Vector3D.Dot(relativeVelocity, normal);
if (velocityAlongNormal > 0)
return;
float e = Math.Min(a.RigidBody.Restitution, b.RigidBody.Restitution);
float j = -(1 + e) * velocityAlongNormal;
j /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
Vector3D impulse = j * normal;
a.RigidBody.Velocity -= impulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += impulse * (1 / b.RigidBody.Mass);
}
}
}
4. 使用示例
最后,我们展示如何使用这个物理引擎模块。
using System;
using PhysicsEngine;
class Program
{
static void Main(string[] args)
{
PhysicsEngine engine = new PhysicsEngine();
RigidBody body1 = new RigidBody(new Vector3D(0, 0, 0), new Vector3D(1, 0, 0), 1);
RigidBody body2 = new RigidBody(new Vector3D(5, 0, 0), new Vector3D(-1, 0, 0), 1);
Collider collider1 = new Collider(new Vector3D(0, 0, 0), 1);
Collider collider2 = new Collider(new Vector3D(5, 0, 0), 1);
engine.AddRigidBody(body1);
engine.AddRigidBody(body2);
engine.AddCollider(collider1);
engine.AddCollider(collider2);
float deltaTime = 0.016f; // 60 FPS
for (int i = 0; i < 100; i++)
{
engine.Update(deltaTime);
Console.WriteLine($"Body1 Position: {body1.Position.X}, {body1.Position.Y}, {body1.Position.Z}");
Console.WriteLine($"Body2 Position: {body2.Position.X}, {body2.Position.Y}, {body2.Position.Z}");
}
}
}
结论
这个示例展示了一个基本的物理引擎框架,包括向量操作、刚体、碰撞检测和物理引擎的核心逻辑。实际的实现会更加复杂,需要处理更多的细节和优化,如更复杂的碰撞检测、力和运动的处理、物理材质等。希望这个示例能为你提供一个良好的起点。
好的,接下来我们可以进一步扩展和优化这个物理引擎模块。我们将添加更多的功能和细节,包括:
- 改进的碰撞检测:支持更多的碰撞形状(如盒子、平面等)。
- 力和运动的处理:添加重力、摩擦力等。
- 物理材质:支持不同的物理材质属性。
- 多线程优化:提高性能。
1. 改进的碰撞检测
我们将添加对盒子和平面的支持,并改进碰撞检测算法。
namespace PhysicsEngine
{
public abstract class Collider
{
public RigidBody RigidBody { get; set; }
public Collider(RigidBody rigidBody)
{
RigidBody = rigidBody;
}
public abstract bool IsColliding(Collider other);
}
public class SphereCollider : Collider
{
public float Radius { get; set; }
public SphereCollider(RigidBody rigidBody, float radius) : base(rigidBody)
{
Radius = radius;
}
public override bool IsColliding(Collider other)
{
if (other is SphereCollider sphere)
{
float distance = (RigidBody.Position - sphere.RigidBody.Position).Magnitude();
return distance < (Radius + sphere.Radius);
}
// 其他碰撞类型的检测
return false;
}
}
public class BoxCollider : Collider
{
public Vector3D Size { get; set; }
public BoxCollider(RigidBody rigidBody, Vector3D size) : base(rigidBody)
{
Size = size;
}
public override bool IsColliding(Collider other)
{
if (other is BoxCollider box)
{
// 简单的AABB碰撞检测
return (Math.Abs(RigidBody.Position.X - box.RigidBody.Position.X) < (Size.X + box.Size.X) / 2) &&
(Math.Abs(RigidBody.Position.Y - box.RigidBody.Position.Y) < (Size.Y + box.Size.Y) / 2) &&
(Math.Abs(RigidBody.Position.Z - box.RigidBody.Position.Z) < (Size.Z + box.Size.Z) / 2);
}
// 其他碰撞类型的检测
return false;
}
}
public class PlaneCollider : Collider
{
public Vector3D Normal { get; set; }
public float Distance { get; set; }
public PlaneCollider(RigidBody rigidBody, Vector3D normal, float distance) : base(rigidBody)
{
Normal = normal;
Distance = distance;
}
public override bool IsColliding(Collider other)
{
if (other is SphereCollider sphere)
{
float distanceToPlane = Vector3D.Dot(sphere.RigidBody.Position, Normal) - Distance;
return Math.Abs(distanceToPlane) < sphere.Radius;
}
// 其他碰撞类型的检测
return false;
}
}
}
2. 力和运动的处理
我们将添加重力和摩擦力的处理。
namespace PhysicsEngine
{
public class PhysicsEngine
{
private List<RigidBody> rigidBodies;
private List<Collider> colliders;
private Vector3D gravity;
public PhysicsEngine(Vector3D gravity)
{
rigidBodies = new List<RigidBody>();
colliders = new List<Collider>();
this.gravity = gravity;
}
public void AddRigidBody(RigidBody rigidBody)
{
rigidBodies.Add(rigidBody);
}
public void AddCollider(Collider collider)
{
colliders.Add(collider);
}
public void Update(float deltaTime)
{
foreach (var rigidBody in rigidBodies)
{
rigidBody.ApplyForce(gravity * rigidBody.Mass, deltaTime);
rigidBody.Update(deltaTime);
}
for (int i = 0; i < colliders.Count; i++)
{
for (int j = i + 1; j < colliders.Count; j++)
{
if (colliders[i].IsColliding(colliders[j]))
{
HandleCollision(colliders[i], colliders[j]);
}
}
}
}
private void HandleCollision(Collider a, Collider b)
{
// 简单的弹性碰撞处理
Vector3D normal = (b.RigidBody.Position - a.RigidBody.Position).Normalize();
Vector3D relativeVelocity = a.RigidBody.Velocity - b.RigidBody.Velocity;
float velocityAlongNormal = Vector3D.Dot(relativeVelocity, normal);
if (velocityAlongNormal > 0)
return;
float e = Math.Min(a.RigidBody.Restitution, b.RigidBody.Restitution);
float j = -(1 + e) * velocityAlongNormal;
j /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
Vector3D impulse = j * normal;
a.RigidBody.Velocity -= impulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += impulse * (1 / b.RigidBody.Mass);
}
}
}
3. 物理材质
我们将添加物理材质属性,如摩擦系数和弹性系数。
namespace PhysicsEngine
{
public class Material
{
public float Friction { get; set; }
public float Restitution { get; set; }
public Material(float friction, float restitution)
{
Friction = friction;
Restitution = restitution;
}
}
public class RigidBody
{
public Vector3D Position { get; set; }
public Vector3D Velocity { get; set; }
public float Mass { get; set; }
public Material Material { get; set; }
public RigidBody(Vector3D position, Vector3D velocity, float mass, Material material)
{
Position = position;
Velocity = velocity;
Mass = mass;
Material = material;
}
public void ApplyForce(Vector3D force, float deltaTime)
{
Vector3D acceleration = force * (1 / Mass);
Velocity += acceleration * deltaTime;
}
public void Update(float deltaTime)
{
Position += Velocity * deltaTime;
}
}
}
4. 多线程优化
为了提高性能,我们可以使用多线程来并行处理物理更新和碰撞检测。
using System.Threading.Tasks;
namespace PhysicsEngine
{
public class PhysicsEngine
{
private List<RigidBody> rigidBodies;
private List<Collider> colliders;
private Vector3D gravity;
public PhysicsEngine(Vector3D gravity)
{
rigidBodies = new List<RigidBody>();
colliders = new List<Collider>();
this.gravity = gravity;
}
public void AddRigidBody(RigidBody rigidBody)
{
rigidBodies.Add(rigidBody);
}
public void AddCollider(Collider collider)
{
colliders.Add(collider);
}
public void Update(float deltaTime)
{
Parallel.ForEach(rigidBodies, rigidBody =>
{
rigidBody.ApplyForce(gravity * rigidBody.Mass, deltaTime);
rigidBody.Update(deltaTime);
});
Parallel.For(0, colliders.Count, i =>
{
for (int j = i + 1; j < colliders.Count; j++)
{
if (colliders[i].IsColliding(colliders[j]))
{
HandleCollision(colliders[i], colliders[j]);
}
}
});
}
private void HandleCollision(Collider a, Collider b)
{
// 简单的弹性碰撞处理
Vector3D normal = (b.RigidBody.Position - a.RigidBody.Position).Normalize();
Vector3D relativeVelocity = a.RigidBody.Velocity - b.RigidBody.Velocity;
float velocityAlongNormal = Vector3D.Dot(relativeVelocity, normal);
if (velocityAlongNormal > 0)
return;
float e = Math.Min(a.RigidBody.Material.Restitution, b.RigidBody.Material.Restitution);
float j = -(1 + e) * velocityAlongNormal;
j /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
Vector3D impulse = j * normal;
a.RigidBody.Velocity -= impulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += impulse * (1 / b.RigidBody.Mass);
}
}
}
结论
通过这些扩展和优化,我们已经构建了一个更为复杂和高效的物理引擎模块。这个模块现在支持更多的碰撞形状、力和运动的处理、物理材质属性,并且通过多线程优化提高了性能。实际的实现还可以进一步扩展和优化,例如添加更多的碰撞检测算法、支持更多的物理效果等。希望这个示例能为你提供一个良好的起点。
好的,我们可以继续扩展和优化这个物理引擎模块。接下来,我们将添加以下功能:
- 旋转和角动量:处理刚体的旋转和角动量。
- 碰撞响应的改进:更复杂的碰撞响应,包括旋转和摩擦力。
- 约束和关节:添加约束和关节系统,如弹簧、铰链等。
- 调试和可视化:添加调试和可视化工具,以便更好地理解和调试物理引擎。
1. 旋转和角动量
我们将添加对刚体旋转和角动量的支持。
namespace PhysicsEngine
{
public class RigidBody
{
public Vector3D Position { get; set; }
public Vector3D Velocity { get; set; }
public Vector3D AngularVelocity { get; set; }
public Quaternion Orientation { get; set; }
public float Mass { get; set; }
public Matrix3x3 InertiaTensor { get; set; }
public Material Material { get; set; }
public RigidBody(Vector3D position, Vector3D velocity, Vector3D angularVelocity, Quaternion orientation, float mass, Matrix3x3 inertiaTensor, Material material)
{
Position = position;
Velocity = velocity;
AngularVelocity = angularVelocity;
Orientation = orientation;
Mass = mass;
InertiaTensor = inertiaTensor;
Material = material;
}
public void ApplyForce(Vector3D force, float deltaTime)
{
Vector3D acceleration = force * (1 / Mass);
Velocity += acceleration * deltaTime;
}
public void ApplyTorque(Vector3D torque, float deltaTime)
{
Vector3D angularAcceleration = InertiaTensor.Inverse() * torque;
AngularVelocity += angularAcceleration * deltaTime;
}
public void Update(float deltaTime)
{
Position += Velocity * deltaTime;
Quaternion angularVelocityQuat = new Quaternion(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z, 0);
Orientation += 0.5f * angularVelocityQuat * Orientation * deltaTime;
Orientation.Normalize();
}
}
}
2. 碰撞响应的改进
我们将改进碰撞响应,考虑旋转和摩擦力。
namespace PhysicsEngine
{
public class PhysicsEngine
{
private List<RigidBody> rigidBodies;
private List<Collider> colliders;
private Vector3D gravity;
public PhysicsEngine(Vector3D gravity)
{
rigidBodies = new List<RigidBody>();
colliders = new List<Collider>();
this.gravity = gravity;
}
public void AddRigidBody(RigidBody rigidBody)
{
rigidBodies.Add(rigidBody);
}
public void AddCollider(Collider collider)
{
colliders.Add(collider);
}
public void Update(float deltaTime)
{
Parallel.ForEach(rigidBodies, rigidBody =>
{
rigidBody.ApplyForce(gravity * rigidBody.Mass, deltaTime);
rigidBody.Update(deltaTime);
});
Parallel.For(0, colliders.Count, i =>
{
for (int j = i + 1; j < colliders.Count; j++)
{
if (colliders[i].IsColliding(colliders[j]))
{
HandleCollision(colliders[i], colliders[j]);
}
}
});
}
private void HandleCollision(Collider a, Collider b)
{
Vector3D normal = (b.RigidBody.Position - a.RigidBody.Position).Normalize();
Vector3D relativeVelocity = a.RigidBody.Velocity - b.RigidBody.Velocity;
float velocityAlongNormal = Vector3D.Dot(relativeVelocity, normal);
if (velocityAlongNormal > 0)
return;
float e = Math.Min(a.RigidBody.Material.Restitution, b.RigidBody.Material.Restitution);
float j = -(1 + e) * velocityAlongNormal;
j /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
Vector3D impulse = j * normal;
a.RigidBody.Velocity -= impulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += impulse * (1 / b.RigidBody.Mass);
// 处理旋转
Vector3D ra = a.RigidBody.Position - a.RigidBody.Position;
Vector3D rb = b.RigidBody.Position - b.RigidBody.Position;
a.RigidBody.ApplyTorque(Vector3D.Cross(ra, impulse), 1);
b.RigidBody.ApplyTorque(Vector3D.Cross(rb, -impulse), 1);
// 处理摩擦力
Vector3D tangent = relativeVelocity - normal * velocityAlongNormal;
tangent.Normalize();
float jt = -Vector3D.Dot(relativeVelocity, tangent);
jt /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
float mu = (a.RigidBody.Material.Friction + b.RigidBody.Material.Friction) / 2;
Vector3D frictionImpulse;
if (Math.Abs(jt) < j * mu)
{
frictionImpulse = jt * tangent;
}
else
{
frictionImpulse = -j * tangent * mu;
}
a.RigidBody.Velocity -= frictionImpulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += frictionImpulse * (1 / b.RigidBody.Mass);
}
}
}
3. 约束和关节
我们将添加约束和关节系统,如弹簧和铰链。
namespace PhysicsEngine
{
public abstract class Constraint
{
public abstract void Apply(float deltaTime);
}
public class Spring : Constraint
{
private RigidBody bodyA;
private RigidBody bodyB;
private float restLength;
private float stiffness;
public Spring(RigidBody bodyA, RigidBody bodyB, float restLength, float stiffness)
{
this.bodyA = bodyA;
this.bodyB = bodyB;
this.restLength = restLength;
this.stiffness = stiffness;
}
public override void Apply(float deltaTime)
{
Vector3D delta = bodyB.Position - bodyA.Position;
float currentLength = delta.Magnitude();
Vector3D force = stiffness * (currentLength - restLength) * delta.Normalize();
bodyA.ApplyForce(force, deltaTime);
bodyB.ApplyForce(-force, deltaTime);
}
}
public class Hinge : Constraint
{
private RigidBody bodyA;
private RigidBody bodyB;
private Vector3D anchor;
private Vector3D axis;
public Hinge(RigidBody bodyA, RigidBody bodyB, Vector3D anchor, Vector3D axis)
{
this.bodyA = bodyA;
this.bodyB = bodyB;
this.anchor = anchor;
this.axis = axis;
}
public override void Apply(float deltaTime)
{
// 简单的铰链约束实现
Vector3D ra = anchor - bodyA.Position;
Vector3D rb = anchor - bodyB.Position;
Vector3D relativeVelocity = bodyA.Velocity + Vector3D.Cross(bodyA.AngularVelocity, ra) - bodyB.Velocity - Vector3D.Cross(bodyB.AngularVelocity, rb);
float velocityAlongAxis = Vector3D.Dot(relativeVelocity, axis);
Vector3D impulse = velocityAlongAxis * axis;
bodyA.ApplyForce(-impulse, deltaTime);
bodyB.ApplyForce(impulse, deltaTime);
}
}
}
4. 调试和可视化
我们将添加调试和可视化工具,以便更好地理解和调试物理引擎。
namespace PhysicsEngine
{
public class DebugRenderer
{
public void DrawRigidBody(RigidBody rigidBody)
{
// 绘制刚体的位置和方向
Console.WriteLine($"Position: {rigidBody.Position}, Orientation: {rigidBody.Orientation}");
}
public void DrawCollider(Collider collider)
{
// 绘制碰撞体的形状和位置
if (collider is SphereCollider sphere)
{
Console.WriteLine($"Sphere Collider: Position: {sphere.RigidBody.Position}, Radius: {sphere.Radius}");
}
else if (collider is BoxCollider box)
{
Console.WriteLine($"Box Collider: Position: {box.RigidBody.Position}, Size: {box.Size}");
}
else if (collider is PlaneCollider plane)
{
Console.WriteLine($"Plane Collider: Position: {plane.RigidBody.Position}, Normal: {plane.Normal}, Distance: {plane.Distance}");
}
}
}
}
结论
通过这些扩展和优化,我们已经构建了一个更为复杂和高效的物理引擎模块。这个模块现在支持刚体的旋转和角动量、更复杂的碰撞响应、约束和关节系统,并且添加了调试和可视化工具。实际的实现还可以进一步扩展和优化,例如添加更多的约束类型、改进碰撞检测算法、支持更多的物理效果等。希望这个示例能为你提供一个良好的起点。
好的,我们可以继续扩展和优化这个物理引擎模块。接下来,我们将添加以下功能:
- 更多的约束类型:如距离约束、固定约束等。
- 改进的碰撞检测算法:如广义分离轴定理(GJK)和快速碰撞检测(EPA)。
- 流体模拟:简单的粒子系统和流体模拟。
- 多线程优化:进一步优化多线程处理,提高性能。
1. 更多的约束类型
我们将添加距离约束和固定约束。
namespace PhysicsEngine
{
public class DistanceConstraint : Constraint
{
private RigidBody bodyA;
private RigidBody bodyB;
private float restDistance;
public DistanceConstraint(RigidBody bodyA, RigidBody bodyB, float restDistance)
{
this.bodyA = bodyA;
this.bodyB = bodyB;
this.restDistance = restDistance;
}
public override void Apply(float deltaTime)
{
Vector3D delta = bodyB.Position - bodyA.Position;
float currentDistance = delta.Magnitude();
Vector3D correction = (currentDistance - restDistance) * delta.Normalize();
bodyA.Position -= correction * 0.5f;
bodyB.Position += correction * 0.5f;
}
}
public class FixedConstraint : Constraint
{
private RigidBody bodyA;
private RigidBody bodyB;
private Vector3D offset;
public FixedConstraint(RigidBody bodyA, RigidBody bodyB, Vector3D offset)
{
this.bodyA = bodyA;
this.bodyB = bodyB;
this.offset = offset;
}
public override void Apply(float deltaTime)
{
Vector3D targetPosition = bodyB.Position + offset;
Vector3D correction = targetPosition - bodyA.Position;
bodyA.Position += correction;
}
}
}
好的,我们继续扩展和优化物理引擎模块。接下来,我们将完成改进的碰撞检测算法,并添加流体模拟和多线程优化。
2. 改进的碰撞检测算法(续)
我们将完成广义分离轴定理(GJK)和快速碰撞检测(EPA)的实现。
namespace PhysicsEngine
{
public class GJK
{
public static bool IsColliding(Collider a, Collider b)
{
Vector3D direction = b.RigidBody.Position - a.RigidBody.Position;
Vector3D support = Support(a, b, direction);
List<Vector3D> simplex = new List<Vector3D> { support };
direction = -support;
while (true)
{
support = Support(a, b, direction);
if (Vector3D.Dot(support, direction) <= 0)
{
return false;
}
simplex.Add(support);
if (HandleSimplex(simplex, ref direction))
{
return true;
}
}
}
private static Vector3D Support(Collider a, Collider b, Vector3D direction)
{
Vector3D pointA = a.GetFarthestPointInDirection(direction);
Vector3D pointB = b.GetFarthestPointInDirection(-direction);
return pointA - pointB;
}
private static bool HandleSimplex(List<Vector3D> simplex, ref Vector3D direction)
{
// 处理单纯形的逻辑
// 这里只是一个简单的示例,实际实现会更复杂
if (simplex.Count == 3)
{
Vector3D a = simplex[2];
Vector3D b = simplex[1];
Vector3D c = simplex[0];
Vector3D ab = b - a;
Vector3D ac = c - a;
Vector3D ao = -a;
Vector3D abc = Vector3D.Cross(ab, ac);
if (Vector3D.Dot(Vector3D.Cross(abc, ac), ao) > 0)
{
simplex.RemoveAt(1);
direction = Vector3D.Cross(Vector3D.Cross(ac, ao), ac);
}
else if (Vector3D.Dot(Vector3D.Cross(ab, abc), ao) > 0)
{
simplex.RemoveAt(0);
direction = Vector3D.Cross(Vector3D.Cross(ab, ao), ab);
}
else
{
if (Vector3D.Dot(abc, ao) > 0)
{
direction = abc;
}
else
{
Vector3D temp = simplex[0];
simplex[0] = simplex[1];
simplex[1] = temp;
direction = -abc;
}
}
return false;
}
else if (simplex.Count == 2)
{
Vector3D a = simplex[1];
Vector3D b = simplex[0];
Vector3D ab = b - a;
Vector3D ao = -a;
direction = Vector3D.Cross(Vector3D.Cross(ab, ao), ab);
return false;
}
return false;
}
}
public class EPA
{
public static Vector3D GetCollisionNormal(Collider a, Collider b)
{
// EPA算法的实现
// 这里只是一个简单的示例,实际实现会更复杂
return new Vector3D(0, 0, 1);
}
}
}
3. 流体模拟
我们将实现一个简单的粒子系统来模拟流体。
namespace PhysicsEngine
{
public class Particle
{
public Vector3D Position { get; set; }
public Vector3D Velocity { get; set; }
public float Mass { get; set; }
public Particle(Vector3D position, Vector3D velocity, float mass)
{
Position = position;
Velocity = velocity;
Mass = mass;
}
public void ApplyForce(Vector3D force, float deltaTime)
{
Vector3D acceleration = force * (1 / Mass);
Velocity += acceleration * deltaTime;
}
public void Update(float deltaTime)
{
Position += Velocity * deltaTime;
}
}
public class FluidSimulator
{
private List<Particle> particles;
private Vector3D gravity;
private float viscosity;
public FluidSimulator(Vector3D gravity, float viscosity)
{
particles = new List<Particle>();
this.gravity = gravity;
this.viscosity = viscosity;
}
public void AddParticle(Particle particle)
{
particles.Add(particle);
}
public void Update(float deltaTime)
{
Parallel.ForEach(particles, particle =>
{
particle.ApplyForce(gravity * particle.Mass, deltaTime);
particle.Update(deltaTime);
});
// 处理粒子之间的相互作用
Parallel.For(0, particles.Count, i =>
{
for (int j = i + 1; j < particles.Count; j++)
{
HandleParticleInteraction(particles[i], particles[j], deltaTime);
}
});
}
private void HandleParticleInteraction(Particle a, Particle b, float deltaTime)
{
Vector3D delta = b.Position - a.Position;
float distance = delta.Magnitude();
if (distance < 1.0f) // 假设粒子的影响半径为1.0
{
Vector3D force = viscosity * (b.Velocity - a.Velocity) / distance;
a.ApplyForce(force, deltaTime);
b.ApplyForce(-force, deltaTime);
}
}
}
}
4. 多线程优化
我们将进一步优化多线程处理,提高性能。
namespace PhysicsEngine
{
public class PhysicsEngine
{
private List<RigidBody> rigidBodies;
private List<Collider> colliders;
private List<Constraint> constraints;
private Vector3D gravity;
public PhysicsEngine(Vector3D gravity)
{
rigidBodies = new List<RigidBody>();
colliders = new List<Collider>();
constraints = new List<Constraint>();
this.gravity = gravity;
}
public void AddRigidBody(RigidBody rigidBody)
{
rigidBodies.Add(rigidBody);
}
public void AddCollider(Collider collider)
{
colliders.Add(collider);
}
public void AddConstraint(Constraint constraint)
{
constraints.Add(constraint);
}
public void Update(float deltaTime)
{
Parallel.ForEach(rigidBodies, rigidBody =>
{
rigidBody.ApplyForce(gravity * rigidBody.Mass, deltaTime);
rigidBody.Update(deltaTime);
});
Parallel.For(0, colliders.Count, i =>
{
for (int j = i + 1; j < colliders.Count; j++)
{
if (GJK.IsColliding(colliders[i], colliders[j]))
{
HandleCollision(colliders[i], colliders[j]);
}
}
});
Parallel.ForEach(constraints, constraint =>
{
constraint.Apply(deltaTime);
});
}
private void HandleCollision(Collider a, Collider b)
{
Vector3D normal = EPA.GetCollisionNormal(a, b);
Vector3D relativeVelocity = a.RigidBody.Velocity - b.RigidBody.Velocity;
float velocityAlongNormal = Vector3D.Dot(relativeVelocity, normal);
if (velocityAlongNormal > 0)
return;
float e = Math.Min(a.RigidBody.Material.Restitution, b.RigidBody.Material.Restitution);
float j = -(1 + e) * velocityAlongNormal;
j /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
Vector3D impulse = j * normal;
a.RigidBody.Velocity -= impulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += impulse * (1 / b.RigidBody.Mass);
Vector3D ra = a.RigidBody.Position - a.RigidBody.Position;
Vector3D rb = b.RigidBody.Position - b.RigidBody.Position;
a.RigidBody.ApplyTorque(Vector3D.Cross(ra, impulse), 1);
b.RigidBody.ApplyTorque(Vector3D.Cross(rb, -impulse), 1);
Vector3D tangent = relativeVelocity - normal * velocityAlongNormal;
tangent.Normalize();
float jt = -Vector3D.Dot(relativeVelocity, tangent);
jt /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
float mu = (a.RigidBody.Material.Friction + b.RigidBody.Material.Friction) / 2;
Vector3D frictionImpulse;
if (Math.Abs(jt) < j * mu)
{
frictionImpulse = jt * tangent;
}
else
{
frictionImpulse = -j * tangent * mu;
}
a.RigidBody.Velocity -= frictionImpulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += frictionImpulse * (1 / b.RigidBody.Mass);
}
}
}
结论
通过这些扩展和优化,我们已经构建了一个更为复杂和高效的物理引擎模块。这个模块现在支持更多的约束类型、改进的碰撞检测算法、简单的流体模拟,并且进一步优化了多线程处理。实际的实现还可以进一步扩展和优化,例如添加更多的物理效果、改进算法的精度和性能等。希望这个示例能为你提供一个良好的起点。
好的,我们可以继续扩展和优化这个物理引擎模块。接下来,我们将添加以下功能:
- 改进的流体模拟:引入SPH(光滑粒子流体动力学)算法。
- 软体物理模拟:实现简单的软体物理模拟。
- 更多的碰撞形状:如胶囊体、圆柱体等。
- 改进的多线程优化:进一步优化多线程处理,提高性能。
1. 改进的流体模拟
我们将引入SPH(光滑粒子流体动力学)算法来改进流体模拟。
namespace PhysicsEngine
{
public class SPHParticle : Particle
{
public float Density { get; set; }
public float Pressure { get; set; }
public SPHParticle(Vector3D position, Vector3D velocity, float mass)
: base(position, velocity, mass)
{
Density = 0;
Pressure = 0;
}
}
public class SPHFluidSimulator
{
private List<SPHParticle> particles;
private Vector3D gravity;
private float restDensity;
private float gasConstant;
private float viscosity;
private float smoothingRadius;
public SPHFluidSimulator(Vector3D gravity, float restDensity, float gasConstant, float viscosity, float smoothingRadius)
{
particles = new List<SPHParticle>();
this.gravity = gravity;
this.restDensity = restDensity;
this.gasConstant = gasConstant;
this.viscosity = viscosity;
this.smoothingRadius = smoothingRadius;
}
public void AddParticle(SPHParticle particle)
{
particles.Add(particle);
}
public void Update(float deltaTime)
{
ComputeDensityAndPressure();
ComputeForces();
Integrate(deltaTime);
}
private void ComputeDensityAndPressure()
{
foreach (var particle in particles)
{
particle.Density = 0;
foreach (var neighbor in particles)
{
float distance = (particle.Position - neighbor.Position).Magnitude();
if (distance < smoothingRadius)
{
particle.Density += neighbor.Mass * Kernel(distance);
}
}
particle.Pressure = gasConstant * (particle.Density - restDensity);
}
}
private void ComputeForces()
{
foreach (var particle in particles)
{
Vector3D pressureForce = new Vector3D(0, 0, 0);
Vector3D viscosityForce = new Vector3D(0, 0, 0);
foreach (var neighbor in particles)
{
if (particle == neighbor) continue;
float distance = (particle.Position - neighbor.Position).Magnitude();
if (distance < smoothingRadius)
{
pressureForce += -neighbor.Mass * (particle.Pressure + neighbor.Pressure) / (2 * neighbor.Density) * GradientKernel(distance) * (particle.Position - neighbor.Position).Normalize();
viscosityForce += viscosity * neighbor.Mass * (neighbor.Velocity - particle.Velocity) / neighbor.Density * LaplacianKernel(distance);
}
}
Vector3D gravityForce = gravity * particle.Mass;
particle.ApplyForce(pressureForce + viscosityForce + gravityForce, 1);
}
}
private void Integrate(float deltaTime)
{
Parallel.ForEach(particles, particle =>
{
particle.Update(deltaTime);
});
}
private float Kernel(float distance)
{
// Poly6 kernel function
float h = smoothingRadius;
if (distance >= 0 && distance <= h)
{
float x = h * h - distance * distance;
return 315.0f / (64.0f * Math.PI * Math.Pow(h, 9)) * x * x * x;
}
return 0;
}
private float GradientKernel(float distance)
{
// Spiky kernel gradient function
float h = smoothingRadius;
if (distance >= 0 && distance <= h)
{
float x = h - distance;
return -45.0f / (Math.PI * Math.Pow(h, 6)) * x * x;
}
return 0;
}
private float LaplacianKernel(float distance)
{
// Viscosity kernel laplacian function
float h = smoothingRadius;
if (distance >= 0 && distance <= h)
{
return 45.0f / (Math.PI * Math.Pow(h, 6)) * (h - distance);
}
return 0;
}
}
}
2. 软体物理模拟
我们将实现一个简单的软体物理模拟。
namespace PhysicsEngine
{
public class SoftBody
{
private List<Particle> particles;
private List<DistanceConstraint> constraints;
public SoftBody()
{
particles = new List<Particle>();
constraints = new List<DistanceConstraint>();
}
public void AddParticle(Particle particle)
{
particles.Add(particle);
}
public void AddConstraint(DistanceConstraint constraint)
{
constraints.Add(constraint);
}
public void Update(float deltaTime)
{
Parallel.ForEach(particles, particle =>
{
particle.Update(deltaTime);
});
Parallel.ForEach(constraints, constraint =>
{
constraint.Apply(deltaTime);
});
}
}
}
3. 更多的碰撞形状
我们将添加胶囊体和圆柱体的碰撞检测。
namespace PhysicsEngine
{
public class CapsuleCollider : Collider
{
public float Radius { get; set; }
public float Height { get; set; }
public CapsuleCollider(RigidBody rigidBody, float radius, float height)
: base(rigidBody)
{
Radius = radius;
Height = height;
}
public override Vector3D GetFarthestPointInDirection(Vector3D direction)
{
// 简单的胶囊体碰撞检测
Vector3D top = RigidBody.Position + new Vector3D(0, Height / 2, 0);
Vector3D bottom = RigidBody.Position - new Vector3D(0, Height / 2, 0);
Vector3D farthestPoint = top + direction.Normalize() * Radius;
return farthestPoint;
}
}
public class CylinderCollider : Collider
{
public float Radius { get; set; }
public float Height { get; set; }
public CylinderCollider(RigidBody rigidBody, float radius, float height)
: base(rigidBody)
{
Radius = radius;
Height = height;
}
public override Vector3D GetFarthestPointInDirection(Vector3D direction)
{
// 简单的圆柱体碰撞检测
Vector3D top = RigidBody.Position + new Vector3D(0, Height / 2, 0);
Vector3D bottom = RigidBody.Position - new Vector3D(0, Height / 2, 0);
Vector3D farthestPoint = top + direction.Normalize() * Radius;
return farthestPoint;
}
}
}
4. 改进的多线程优化
我们将进一步优化多线程处理,提高性能。
namespace PhysicsEngine
{
public class PhysicsEngine
{
private List<RigidBody> rigidBodies;
private List<Collider> colliders;
private List<Constraint> constraints;
private Vector3D gravity;
public PhysicsEngine(Vector3D gravity)
{
rigidBodies = new List<RigidBody>();
colliders = new List<Collider>();
constraints = new List<Constraint>();
this.gravity = gravity;
}
public void AddRigidBody(RigidBody rigidBody)
{
rigidBodies.Add(rigidBody);
}
public void AddCollider(Collider collider)
{
colliders.Add(collider);
}
public void AddConstraint(Constraint constraint)
{
constraints.Add(constraint);
}
public void Update(float deltaTime)
{
Parallel.ForEach(rigidBodies, rigidBody =>
{
rigidBody.ApplyForce(gravity * rigidBody.Mass, deltaTime);
rigidBody.Update(deltaTime);
});
Parallel.For(0, colliders.Count, i =>
{
for (int j = i + 1; j < colliders.Count; j++)
{
if (GJK.IsColliding(colliders[i], colliders[j]))
{
HandleCollision(colliders[i], colliders[j]);
}
}
});
Parallel.ForEach(constraints, constraint =>
{
constraint.Apply(deltaTime);
});
}
private void HandleCollision(Collider a, Collider b)
{
Vector3D normal = EPA.GetCollisionNormal(a, b);
Vector3D relativeVelocity = a.RigidBody.Velocity - b.RigidBody.Velocity;
float velocityAlongNormal = Vector3D.Dot(relativeVelocity, normal);
if (velocityAlongNormal > 0)
return;
float e = Math.Min(a.RigidBody.Material.Restitution, b.RigidBody.Material.Restitution);
float j = -(1 + e) * velocityAlongNormal;
j /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
Vector3D impulse = j * normal;
a.RigidBody.Velocity -= impulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += impulse * (1 / b.RigidBody.Mass);
Vector3D ra = a.RigidBody.Position - a.RigidBody.Position;
Vector3D rb = b.RigidBody.Position - b.RigidBody.Position;
a.RigidBody.ApplyTorque(Vector3D.Cross(ra, impulse), 1);
b.RigidBody.ApplyTorque(Vector3D.Cross(rb, -impulse), 1);
Vector3D tangent = relativeVelocity - normal * velocityAlongNormal;
tangent.Normalize();
float jt = -Vector3D.Dot(relativeVelocity, tangent);
jt /= 1 / a.RigidBody.Mass + 1 / b.RigidBody.Mass;
float mu = (a.RigidBody.Material.Friction + b.RigidBody.Material.Friction) / 2;
Vector3D frictionImpulse;
if (Math.Abs(jt) < j * mu)
{
frictionImpulse = jt * tangent;
}
else
{
frictionImpulse = -j * tangent * mu;
}
a.RigidBody.Velocity -= frictionImpulse * (1 / a.RigidBody.Mass);
b.RigidBody.Velocity += frictionImpulse * (1 / b.RigidBody.Mass);
}
}
}
结论
通过这些扩展和优化,我们已经构建了一个更为复杂和高效的物理引擎模块。这个模块现在支持改进的流体模拟、软体物理模拟、更多的碰撞形状,并且进一步优化了多线程处理。实际的实现还可以进一步扩展和优化,例如添加更多的物理效果、改进算法的精度和性能等。希望这个示例能为你提供一个良好的起点。
脚本系统
实现一个高扩展、高性能、高可配置的C#版射击游戏脚本系统模块是一个复杂的任务。为了确保代码的可读性和可维护性,我们将分多个部分来实现这个模块。以下是一个详细的实现方案,包括脚本系统的核心组件、脚本管理、事件系统、以及示例脚本。
1. 核心组件
首先,我们需要定义脚本系统的核心组件,包括脚本基类、脚本管理器、以及脚本上下文。
1.1 脚本基类
using System;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public Script(string name)
{
Name = name;
IsActive = true;
}
public virtual void Initialize() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
}
}
1.2 脚本管理器
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
script.Initialize();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.OnEvent(eventName, args);
}
}
}
}
}
1.3 脚本上下文
using System;
namespace ShootingGame.Scripting
{
public class ScriptContext
{
public ScriptManager ScriptManager { get; private set; }
public ScriptContext()
{
ScriptManager = new ScriptManager();
}
public void Update(float deltaTime)
{
ScriptManager.UpdateScripts(deltaTime);
}
public void TriggerEvent(string eventName, params object[] args)
{
ScriptManager.TriggerEvent(eventName, args);
}
}
}
2. 事件系统
为了实现高扩展性,我们需要一个事件系统来处理游戏中的各种事件。
2.1 事件基类
using System;
namespace ShootingGame.Events
{
public abstract class GameEvent
{
public string Name { get; private set; }
public GameEvent(string name)
{
Name = name;
}
}
}
2.2 事件管理器
using System;
using System.Collections.Generic;
namespace ShootingGame.Events
{
public class EventManager
{
private Dictionary<string, List<Action<GameEvent>>> eventListeners;
public EventManager()
{
eventListeners = new Dictionary<string, List<Action<GameEvent>>>();
}
public void RegisterListener(string eventName, Action<GameEvent> listener)
{
if (!eventListeners.ContainsKey(eventName))
{
eventListeners[eventName] = new List<Action<GameEvent>>();
}
eventListeners[eventName].Add(listener);
}
public void UnregisterListener(string eventName, Action<GameEvent> listener)
{
if (eventListeners.ContainsKey(eventName))
{
eventListeners[eventName].Remove(listener);
}
}
public void TriggerEvent(GameEvent gameEvent)
{
if (eventListeners.ContainsKey(gameEvent.Name))
{
foreach (var listener in eventListeners[gameEvent.Name])
{
listener(gameEvent);
}
}
}
}
}
3. 示例脚本
我们将实现一个简单的示例脚本来展示如何使用脚本系统和事件系统。
3.1 示例脚本类
using System;
using ShootingGame.Scripting;
using ShootingGame.Events;
namespace ShootingGame.Scripts
{
public class PlayerScript : Script
{
private float health;
public PlayerScript() : base("PlayerScript")
{
health = 100.0f;
}
public override void Initialize()
{
Console.WriteLine("PlayerScript initialized.");
}
public override void Update(float deltaTime)
{
// Update player logic here
}
public override void OnEvent(string eventName, params object[] args)
{
if (eventName == "PlayerHit")
{
float damage = (float)args[0];
health -= damage;
Console.WriteLine($"Player hit! Health: {health}");
}
}
}
}
4. 集成脚本系统和事件系统
我们将脚本系统和事件系统集成到游戏主循环中。
4.1 游戏主类
using System;
using ShootingGame.Scripting;
using ShootingGame.Events;
using ShootingGame.Scripts;
namespace ShootingGame
{
public class Game
{
private ScriptContext scriptContext;
private EventManager eventManager;
public Game()
{
scriptContext = new ScriptContext();
eventManager = new EventManager();
// Register scripts
scriptContext.ScriptManager.AddScript(new PlayerScript());
// Register event listeners
eventManager.RegisterListener("PlayerHit", OnPlayerHit);
}
public void Update(float deltaTime)
{
scriptContext.Update(deltaTime);
}
public void TriggerEvent(GameEvent gameEvent)
{
eventManager.TriggerEvent(gameEvent);
scriptContext.TriggerEvent(gameEvent.Name, gameEvent);
}
private void OnPlayerHit(GameEvent gameEvent)
{
// Handle player hit event
}
}
}
4.2 示例事件类
using System;
namespace ShootingGame.Events
{
public class PlayerHitEvent : GameEvent
{
public float Damage { get; private set; }
public PlayerHitEvent(float damage) : base("PlayerHit")
{
Damage = damage;
}
}
}
5. 运行游戏
最后,我们编写一个简单的程序来运行游戏并触发事件。
using System;
using ShootingGame;
using ShootingGame.Events;
namespace ShootingGameApp
{
class Program
{
static void Main(string[] args)
{
Game game = new Game();
// Simulate game loop
for (int i = 0; i < 10; i++)
{
game.Update(0.1f);
if (i == 5)
{
game.TriggerEvent(new PlayerHitEvent(10.0f));
}
}
}
}
}
结论
通过以上步骤,我们实现了一个高扩展、高性能、高可配置的C#版射击游戏脚本系统模块。这个模块包括脚本基类、脚本管理器、脚本上下文、事件系统、以及示例脚本。这个实现可以作为一个基础框架,进一步扩展和优化以满足具体的游戏需求。
好的,我们可以继续扩展和优化这个脚本系统模块,以满足更复杂的需求。接下来,我们将添加更多功能,包括:
- 脚本的生命周期管理:添加脚本的启动和销毁方法。
- 事件系统的改进:支持更多类型的事件和事件参数。
- 脚本的配置管理:通过配置文件加载脚本。
- 调试和日志功能:添加日志记录和调试信息。
1. 脚本的生命周期管理
我们将为脚本添加启动和销毁方法,以便更好地管理脚本的生命周期。
1.1 更新脚本基类
using System;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public Script(string name)
{
Name = name;
IsActive = true;
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
}
}
1.2 更新脚本管理器
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.OnEvent(eventName, args);
}
}
}
}
}
2. 事件系统的改进
我们将改进事件系统,以支持更多类型的事件和事件参数。
2.1 更新事件基类
using System;
namespace ShootingGame.Events
{
public abstract class GameEvent
{
public string Name { get; private set; }
public DateTime Timestamp { get; private set; }
public GameEvent(string name)
{
Name = name;
Timestamp = DateTime.Now;
}
}
}
2.2 添加更多事件类型
using System;
namespace ShootingGame.Events
{
public class PlayerHitEvent : GameEvent
{
public float Damage { get; private set; }
public PlayerHitEvent(float damage) : base("PlayerHit")
{
Damage = damage;
}
}
public class EnemySpawnEvent : GameEvent
{
public string EnemyType { get; private set; }
public EnemySpawnEvent(string enemyType) : base("EnemySpawn")
{
EnemyType = enemyType;
}
}
}
3. 脚本的配置管理
我们将通过配置文件加载脚本,以提高系统的可配置性。
3.1 配置文件示例(scripts.json)
{
"scripts": [
{
"name": "PlayerScript",
"type": "ShootingGame.Scripts.PlayerScript"
},
{
"name": "EnemyScript",
"type": "ShootingGame.Scripts.EnemyScript"
}
]
}
3.2 更新脚本管理器以支持配置文件
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void LoadScriptsFromConfig(string configFilePath)
{
var config = JsonConvert.DeserializeObject<ScriptConfig>(File.ReadAllText(configFilePath));
foreach (var scriptInfo in config.Scripts)
{
var scriptType = Type.GetType(scriptInfo.Type);
if (scriptType != null)
{
var script = (Script)Activator.CreateInstance(scriptType, scriptInfo.Name);
AddScript(script);
}
}
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.OnEvent(eventName, args);
}
}
}
}
public class ScriptConfig
{
public List<ScriptInfo> Scripts { get; set; }
}
public class ScriptInfo
{
public string Name { get; set; }
public string Type { get; set; }
}
}
4. 调试和日志功能
我们将添加日志记录和调试信息,以便更好地跟踪脚本系统的运行状态。
4.1 日志管理器
using System;
using System.IO;
namespace ShootingGame.Logging
{
public static class LogManager
{
private static StreamWriter logWriter;
static LogManager()
{
logWriter = new StreamWriter("game.log", true);
}
public static void Log(string message)
{
var logMessage = $"{DateTime.Now}: {message}";
Console.WriteLine(logMessage);
logWriter.WriteLine(logMessage);
logWriter.Flush();
}
public static void LogError(string message)
{
var logMessage = $"{DateTime.Now} [ERROR]: {message}";
Console.WriteLine(logMessage);
logWriter.WriteLine(logMessage);
logWriter.Flush();
}
}
}
4.2 更新脚本基类以支持日志
using System;
using ShootingGame.Logging;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public Script(string name)
{
Name = name;
IsActive = true;
}
public virtual void Initialize()
{
LogManager.Log($"{Name} initialized.");
}
public virtual void Start()
{
LogManager.Log($"{Name} started.");
}
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy()
{
LogManager.Log($"{Name} destroyed.");
}
public void Activate()
{
IsActive = true;
LogManager.Log($"{Name} activated.");
}
public void Deactivate()
{
IsActive = false;
LogManager.Log($"{Name} deactivated.");
}
}
}
5. 运行游戏并测试
我们将更新游戏主类以加载脚本配置文件,并测试整个系统。
5.1 更新游戏主类
using System;
using ShootingGame.Scripting;
using ShootingGame.Events;
using ShootingGame.Logging;
namespace ShootingGame
{
public class Game
{
private ScriptContext scriptContext;
private EventManager eventManager;
public Game()
{
scriptContext = new ScriptContext();
eventManager = new EventManager();
// Load scripts from config
scriptContext.ScriptManager.LoadScriptsFromConfig("scripts.json");
// Register event listeners
eventManager.RegisterListener("PlayerHit", OnPlayerHit);
}
public void Update(float deltaTime)
{
scriptContext.Update(deltaTime);
}
public void TriggerEvent(GameEvent gameEvent)
{
eventManager.TriggerEvent(gameEvent);
scriptContext.TriggerEvent(gameEvent.Name, gameEvent);
}
private void OnPlayerHit(GameEvent gameEvent)
{
var playerHitEvent = gameEvent as PlayerHitEvent;
if (playerHitEvent != null)
{
LogManager.Log($"Player hit with {playerHitEvent.Damage} damage.");
}
}
}
}
5.2 运行游戏
using System;
using ShootingGame;
using ShootingGame.Events;
namespace ShootingGameApp
{
class Program
{
static void Main(string[] args)
{
Game game = new Game();
// Simulate game loop
for (int i = 0; i < 10; i++)
{
game.Update(0.1f);
if (i == 5)
{
game.TriggerEvent(new PlayerHitEvent(10.0f));
}
}
}
}
}
结论
通过以上步骤,我们进一步扩展和优化了C#版射击游戏脚本系统模块。我们添加了脚本的生命周期管理、改进了事件系统、支持通过配置文件加载脚本、并添加了日志记录和调试信息。这些改进使得系统更加灵活、可扩展和易于维护。你可以根据具体需求继续扩展和优化这个系统。
好的,我们可以继续扩展和优化这个脚本系统模块。接下来,我们将添加以下功能:
- 脚本的依赖管理:支持脚本之间的依赖关系。
- 脚本的优先级管理:支持脚本的执行优先级。
- 脚本的热加载:支持在运行时动态加载和卸载脚本。
- 更多的事件类型和处理:添加更多的游戏事件类型和处理逻辑。
1. 脚本的依赖管理
我们将为脚本添加依赖关系,以确保某些脚本在其他脚本之前初始化和启动。
1.1 更新脚本基类
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public List<string> Dependencies { get; private set; }
public Script(string name)
{
Name = name;
IsActive = true;
Dependencies = new List<string>();
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
}
}
1.2 更新脚本管理器
using System;
using System.Collections.Generic;
using System.Linq;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
}
}
public void InitializeScripts()
{
var sortedScripts = TopologicalSort(scripts.Values.ToList());
foreach (var script in sortedScripts)
{
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.OnEvent(eventName, args);
}
}
}
private List<Script> TopologicalSort(List<Script> scripts)
{
var sorted = new List<Script>();
var visited = new HashSet<Script>();
void Visit(Script script)
{
if (!visited.Contains(script))
{
visited.Add(script);
foreach (var dependency in script.Dependencies)
{
var depScript = GetScript(dependency);
if (depScript != null)
{
Visit(depScript);
}
}
sorted.Add(script);
}
}
foreach (var script in scripts)
{
Visit(script);
}
return sorted;
}
}
}
2. 脚本的优先级管理
我们将为脚本添加优先级,以控制脚本的执行顺序。
2.1 更新脚本基类
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public List<string> Dependencies { get; private set; }
public int Priority { get; set; }
public Script(string name, int priority = 0)
{
Name = name;
IsActive = true;
Dependencies = new List<string>();
Priority = priority;
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
}
}
2.2 更新脚本管理器
using System;
using System.Collections.Generic;
using System.Linq;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
}
}
public void InitializeScripts()
{
var sortedScripts = TopologicalSort(scripts.Values.ToList());
foreach (var script in sortedScripts)
{
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
var sortedScripts = scripts.Values.OrderBy(s => s.Priority).ToList();
foreach (var script in sortedScripts)
{
if (script.IsActive)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.OnEvent(eventName, args);
}
}
}
private List<Script> TopologicalSort(List<Script> scripts)
{
var sorted = new List<Script>();
var visited = new HashSet<Script>();
void Visit(Script script)
{
if (!visited.Contains(script))
{
visited.Add(script);
foreach (var dependency in script.Dependencies)
{
var depScript = GetScript(dependency);
if (depScript != null)
{
Visit(depScript);
}
}
sorted.Add(script);
}
}
foreach (var script in scripts)
{
Visit(script);
}
return sorted;
}
}
}
3. 脚本的热加载
我们将支持在运行时动态加载和卸载脚本。
3.1 更新脚本管理器
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void LoadScriptsFromConfig(string configFilePath)
{
var config = JsonConvert.DeserializeObject<ScriptConfig>(File.ReadAllText(configFilePath));
foreach (var scriptInfo in config.Scripts)
{
var scriptType = Type.GetType(scriptInfo.Type);
if (scriptType != null)
{
var script = (Script)Activator.CreateInstance(scriptType, scriptInfo.Name, scriptInfo.Priority);
AddScript(script);
}
}
InitializeScripts();
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
}
}
public void InitializeScripts()
{
var sortedScripts = TopologicalSort(scripts.Values.ToList());
foreach (var script in sortedScripts)
{
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
var sortedScripts = scripts.Values.OrderBy(s => s.Priority).ToList();
foreach (var script in sortedScripts)
{
if (script.IsActive)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive)
{
script.OnEvent(eventName, args);
}
}
}
private List<Script> TopologicalSort(List<Script> scripts)
{
var sorted = new List<Script>();
var visited = new HashSet<Script>();
void Visit(Script script)
{
if (!visited.Contains(script))
{
visited.Add(script);
foreach (var dependency in script.Dependencies)
{
var depScript = GetScript(dependency);
if (depScript != null)
{
Visit(depScript);
}
}
sorted.Add(script);
}
}
foreach (var script in scripts)
{
Visit(script);
}
return sorted;
}
}
public class ScriptConfig
{
public List<ScriptInfo> Scripts { get; set; }
}
public class ScriptInfo
{
public string Name { get; set; }
public string Type { get; set; }
public int Priority { get; set; }
}
}
4. 更多的事件类型和处理
我们将添加更多的游戏事件类型和处理逻辑。
4.1 添加更多事件类型
using System;
namespace ShootingGame.Events
{
public class PlayerHitEvent : GameEvent
{
public float Damage { get; private set; }
public PlayerHitEvent(float damage) : base("PlayerHit")
{
Damage = damage;
}
}
public class EnemySpawnEvent : GameEvent
{
public string EnemyType { get; private set; }
public EnemySpawnEvent(string enemyType) : base("EnemySpawn")
{
EnemyType = enemyType;
}
}
public class ItemPickupEvent : GameEvent
{
public string ItemType { get; private set; }
public ItemPickupEvent(string itemType) : base("ItemPickup")
{
ItemType = itemType;
}
}
}
4.2 更新游戏主类以处理更多事件
using System;
using ShootingGame.Scripting;
using ShootingGame.Events;
using ShootingGame.Logging;
namespace ShootingGame
{
public class Game
{
private ScriptContext scriptContext;
private EventManager eventManager;
public Game()
{
scriptContext = new ScriptContext();
eventManager = new EventManager();
// Load scripts from config
scriptContext.ScriptManager.LoadScriptsFromConfig("scripts.json");
// Register event listeners
eventManager.RegisterListener("PlayerHit", OnPlayerHit);
eventManager.RegisterListener("EnemySpawn", OnEnemySpawn);
eventManager.RegisterListener("ItemPickup", OnItemPickup);
}
public void Update(float deltaTime)
{
scriptContext.Update(deltaTime);
}
public void TriggerEvent(GameEvent gameEvent)
{
eventManager.TriggerEvent(gameEvent);
scriptContext.TriggerEvent(gameEvent.Name, gameEvent);
}
private void OnPlayerHit(GameEvent gameEvent)
{
var playerHitEvent = gameEvent as PlayerHitEvent;
if (playerHitEvent != null)
{
LogManager.Log($"Player hit with {playerHitEvent.Damage} damage.");
}
}
private void OnEnemySpawn(GameEvent gameEvent)
{
var enemySpawnEvent = gameEvent as EnemySpawnEvent;
if (enemySpawnEvent != null)
{
LogManager.Log($"Enemy spawned: {enemySpawnEvent.EnemyType}.");
}
}
private void OnItemPickup(GameEvent gameEvent)
{
var itemPickupEvent = gameEvent as ItemPickupEvent;
if (itemPickupEvent != null)
{
LogManager.Log($"Item picked up: {itemPickupEvent.ItemType}.");
}
}
}
}
5. 运行游戏并测试
我们将更新游戏主类以加载脚本配置文件,并测试整个系统。
5.1 更新游戏主类
using System;
using ShootingGame;
using ShootingGame.Events;
namespace ShootingGameApp
{
class Program
{
static void Main(string[] args)
{
Game game = new Game();
// Simulate game loop
for (int i = 0; i < 10; i++)
{
game.Update(0.1f);
if (i == 5)
{
game.TriggerEvent(new PlayerHitEvent(10.0f));
}
if (i == 7)
{
game.TriggerEvent(new EnemySpawnEvent("Zombie"));
}
if (i == 9)
{
game.TriggerEvent(new ItemPickupEvent("HealthPotion"));
}
}
}
}
}
结论
通过以上步骤,我们进一步扩展和优化了C#版射击游戏脚本系统模块。我们添加了脚本的依赖管理、优先级管理、热加载功能,并添加了更多的游戏事件类型和处理逻辑。这些改进使得系统更加灵活、可扩展和易于维护。你可以根据具体需求继续扩展和优化这个系统。
好的,我们可以继续扩展和优化这个脚本系统模块。接下来,我们将添加以下功能:
- 脚本的状态管理:支持脚本的不同状态(如暂停、恢复)。
- 脚本的调试功能:支持脚本的调试和日志记录。
- 脚本的序列化和反序列化:支持脚本的保存和加载。
- 脚本的事件过滤:支持脚本只监听特定的事件。
1. 脚本的状态管理
我们将为脚本添加状态管理功能,以支持脚本的暂停和恢复。
1.1 更新脚本基类
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public List<string> Dependencies { get; private set; }
public int Priority { get; set; }
public bool IsPaused { get; private set; }
public Script(string name, int priority = 0)
{
Name = name;
IsActive = true;
Dependencies = new List<string>();
Priority = priority;
IsPaused = false;
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
public void Pause() => IsPaused = true;
public void Resume() => IsPaused = false;
}
}
1.2 更新脚本管理器
using System;
using System.Collections.Generic;
using System.Linq;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
}
}
public void InitializeScripts()
{
var sortedScripts = TopologicalSort(scripts.Values.ToList());
foreach (var script in sortedScripts)
{
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
var sortedScripts = scripts.Values.OrderBy(s => s.Priority).ToList();
foreach (var script in sortedScripts)
{
if (script.IsActive && !script.IsPaused)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive && !script.IsPaused)
{
script.OnEvent(eventName, args);
}
}
}
private List<Script> TopologicalSort(List<Script> scripts)
{
var sorted = new List<Script>();
var visited = new HashSet<Script>();
void Visit(Script script)
{
if (!visited.Contains(script))
{
visited.Add(script);
foreach (var dependency in script.Dependencies)
{
var depScript = GetScript(dependency);
if (depScript != null)
{
Visit(depScript);
}
}
sorted.Add(script);
}
}
foreach (var script in scripts)
{
Visit(script);
}
return sorted;
}
}
}
2. 脚本的调试功能
我们将为脚本添加调试和日志记录功能,以便更好地调试和监控脚本的执行。
2.1 更新脚本基类
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public List<string> Dependencies { get; private set; }
public int Priority { get; set; }
public bool IsPaused { get; private set; }
public Script(string name, int priority = 0)
{
Name = name;
IsActive = true;
Dependencies = new List<string>();
Priority = priority;
IsPaused = false;
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
public void Pause() => IsPaused = true;
public void Resume() => IsPaused = false;
protected void Log(string message)
{
Console.WriteLine($"[{Name}] {message}");
}
}
}
3. 脚本的序列化和反序列化
我们将支持脚本的保存和加载,以便在游戏中保存和恢复脚本的状态。
3.1 更新脚本基类
using System;
using System.Collections.Generic;
using Newtonsoft.Json;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public List<string> Dependencies { get; private set; }
public int Priority { get; set; }
public bool IsPaused { get; private set; }
public Script(string name, int priority = 0)
{
Name = name;
IsActive = true;
Dependencies = new List<string>();
Priority = priority;
IsPaused = false;
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
public void Pause() => IsPaused = true;
public void Resume() => IsPaused = false;
protected void Log(string message)
{
Console.WriteLine($"[{Name}] {message}");
}
public virtual string Serialize()
{
return JsonConvert.SerializeObject(this);
}
public virtual void Deserialize(string json)
{
JsonConvert.PopulateObject(json, this);
}
}
}
3.2 更新脚本管理器
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void LoadScriptsFromConfig(string configFilePath)
{
var config = JsonConvert.DeserializeObject<ScriptConfig>(File.ReadAllText(configFilePath));
foreach (var scriptInfo in config.Scripts)
{
var scriptType = Type.GetType(scriptInfo.Type);
if (scriptType != null)
{
var script = (Script)Activator.CreateInstance(scriptType, scriptInfo.Name, scriptInfo.Priority);
AddScript(script);
}
}
InitializeScripts();
}
public void SaveScriptsToConfig(string configFilePath)
{
var config = new ScriptConfig
{
Scripts = new List<ScriptInfo>()
};
foreach (var script in scripts.Values)
{
config.Scripts.Add(new ScriptInfo
{
Name = script.Name,
Type = script.GetType().FullName,
Priority = script.Priority
});
}
File.WriteAllText(configFilePath, JsonConvert.SerializeObject(config, Formatting.Indented));
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
}
}
public void InitializeScripts()
{
var sortedScripts = TopologicalSort(scripts.Values.ToList());
foreach (var script in sortedScripts)
{
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
var sortedScripts = scripts.Values.OrderBy(s => s.Priority).ToList();
foreach (var script in sortedScripts)
{
if (script.IsActive && !script.IsPaused)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive && !script.IsPaused)
{
script.OnEvent(eventName, args);
}
}
}
private List<Script> TopologicalSort(List<Script> scripts)
{
var sorted = new List<Script>();
var visited = new HashSet<Script>();
void Visit(Script script)
{
if (!visited.Contains(script))
{
visited.Add(script);
foreach (var dependency in script.Dependencies)
{
var depScript = GetScript(dependency);
if (depScript != null)
{
Visit(depScript);
}
}
sorted.Add(script);
}
}
foreach (var script in scripts)
{
Visit(script);
}
return sorted;
}
}
public class ScriptConfig
{
public List<ScriptInfo> Scripts { get; set; }
}
public class ScriptInfo
{
public string Name { get; set; }
public string Type { get; set; }
public int Priority { get; set; }
}
}
4. 脚本的事件过滤
我们将支持脚本只监听特定的事件,以减少不必要的事件处理。
4.1 更新脚本基类
using System;
using System.Collections.Generic;
namespace ShootingGame.Scripting
{
public abstract class Script
{
public string Name { get; private set; }
public bool IsActive { get; private set; }
public List<string> Dependencies { get; private set; }
public int Priority { get; set; }
public bool IsPaused { get; private set; }
public List<string> EventFilters { get; private set; }
public Script(string name, int priority = 0)
{
Name = name;
IsActive = true;
Dependencies = new List<string>();
Priority = priority;
IsPaused = false;
EventFilters = new List<string>();
}
public virtual void Initialize() { }
public virtual void Start() { }
public virtual void Update(float deltaTime) { }
public virtual void OnEvent(string eventName, params object[] args) { }
public virtual void Destroy() { }
public void Activate() => IsActive = true;
public void Deactivate() => IsActive = false;
public void Pause() => IsPaused = true;
public void Resume() => IsPaused = false;
protected void Log(string message)
{
Console.WriteLine($"[{Name}] {message}");
}
public virtual string Serialize()
{
return JsonConvert.SerializeObject(this);
}
public virtual void Deserialize(string json)
{
JsonConvert.PopulateObject(json, this);
}
public void AddEventFilter(string eventName)
{
if (!EventFilters.Contains(eventName))
{
EventFilters.Add(eventName);
}
}
public void RemoveEventFilter(string eventName)
{
if (EventFilters.Contains(eventName))
{
EventFilters.Remove(eventName);
}
}
}
}
4.2 更新脚本管理器
using System;
using System.Collections.Generic;
using System.IO;
using Newtonsoft.Json;
namespace ShootingGame.Scripting
{
public class ScriptManager
{
private Dictionary<string, Script> scripts;
public ScriptManager()
{
scripts = new Dictionary<string, Script>();
}
public void LoadScriptsFromConfig(string configFilePath)
{
var config = JsonConvert.DeserializeObject<ScriptConfig>(File.ReadAllText(configFilePath));
foreach (var scriptInfo in config.Scripts)
{
var scriptType = Type.GetType(scriptInfo.Type);
if (scriptType != null)
{
var script = (Script)Activator.CreateInstance(scriptType, scriptInfo.Name, scriptInfo.Priority);
AddScript(script);
}
}
InitializeScripts();
}
public void SaveScriptsToConfig(string configFilePath)
{
var config = new ScriptConfig
{
Scripts = new List<ScriptInfo>()
};
foreach (var script in scripts.Values)
{
config.Scripts.Add(new ScriptInfo
{
Name = script.Name,
Type = script.GetType().FullName,
Priority = script.Priority
});
}
File.WriteAllText(configFilePath, JsonConvert.SerializeObject(config, Formatting.Indented));
}
public void AddScript(Script script)
{
if (!scripts.ContainsKey(script.Name))
{
scripts.Add(script.Name, script);
}
}
public void InitializeScripts()
{
var sortedScripts = TopologicalSort(scripts.Values.ToList());
foreach (var script in sortedScripts)
{
script.Initialize();
script.Start();
}
}
public void RemoveScript(string name)
{
if (scripts.ContainsKey(name))
{
scripts[name].Destroy();
scripts.Remove(name);
}
}
public Script GetScript(string name)
{
scripts.TryGetValue(name, out Script script);
return script;
}
public void UpdateScripts(float deltaTime)
{
var sortedScripts = scripts.Values.OrderBy(s => s.Priority).ToList();
foreach (var script in sortedScripts)
{
if (script.IsActive && !script.IsPaused)
{
script.Update(deltaTime);
}
}
}
public void TriggerEvent(string eventName, params object[] args)
{
foreach (var script in scripts.Values)
{
if (script.IsActive && !script.IsPaused && (script.EventFilters.Count == 0 || script.EventFilters.Contains(eventName)))
{
script.OnEvent(eventName, args);
}
}
}
private List<Script> TopologicalSort(List<Script> scripts)
{
var sorted = new List<Script>();
var visited = new HashSet<Script>();
void Visit(Script script)
{
if (!visited.Contains(script))
{
visited.Add(script);
foreach (var dependency in script.Dependencies)
{
var depScript = GetScript(dependency);
if (depScript != null)
{
Visit(depScript);
}
}
sorted.Add(script);
}
}
foreach (var script in scripts)
{
Visit(script);
}
return sorted;
}
}
public class ScriptConfig
{
public List<ScriptInfo> Scripts { get; set; }
}
public class ScriptInfo
{
public string Name { get; set; }
public string Type { get; set; }
public int Priority { get; set; }
}
}
5. 运行游戏并测试
我们将更新游戏主类以加载脚本配置文件,并测试整个系统。
5.1 更新游戏主类
using System;
using ShootingGame;
using ShootingGame.Events;
namespace ShootingGameApp
{
class Program
{
static void Main(string[] args)
{
Game game = new Game();
// Simulate game loop
for (int i = 0; i < 10; i++)
{
game.Update(0.1f);
if (i == 5)
{
game.TriggerEvent(new PlayerHitEvent(10.0f));
}
if (i == 7)
{
game.TriggerEvent(new EnemySpawnEvent("Zombie"));
}
if (i == 9)
{
game.TriggerEvent(new ItemPickupEvent("HealthPotion"));
}
}
}
}
}
结论
通过以上步骤,我们进一步扩展和优化了C#版射击游戏脚本系统模块。我们添加了脚本的状态管理、调试功能、序列化和反序列化功能,以及事件过滤功能。这些改进使得系统更加灵活、可扩展和易于维护。你可以根据具体需求继续扩展和优化这个系统。
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