Control and collision detection by genie
In the previous section, we learned how to plot, move, and implement animations. Finally, we implemented simple animations for the three rings. Today we learned how to control the genie through devices, the content in this section is relatively simple and easy to understand. Here I first paste all the code of the control genie to facilitate the next learning!
Using system; using system. collections. generic;
When I made my demo, there was such a problem: the character jumped up, how did I determine when it was implemented, and the problem of landing? I didn't find the relevant solution in ogrebullet, I can only use the bullet collision callback function here. The following is my practice. If there is any better method, please let me know. Thank you here.
// OgreBulletDynamics: DynamicsWorld * mWorld;
// MyInternalTickCallback is a callback function typede
Many people may encounter the following problem when they are new to unity3d: import the unity3d model and add the Rigidbody to the model.
Keep falling.
So how can we solve this problem?
If you have tried to create a cube or something, add the Rigidbody. After running the program, you will obviously find that the cube can be dropped to the ground.
Therefore, if we want our model to do the same, we can bind a cube to the model, adjust the collision
Collision detection can be divided into two categories: Collision Detection of objects and objects, and Collision Detection of objects and points.
To facilitate the test, first write a box class (generate a small rectangle)
Package {import flash. display. sprite; public class box extends sprite {private var W: Number; private var H: Number; private var color:
When JavaScript develops a web game, it needs to use collision detection, which encapsulates two of rectangular and circular collision detection methods for easy development.
"Incidental case operation captures one""Note: No optimizations are done on the code"
Demo diagram
Role attack area collision detection. gif
Tower defense case. gif
In Unity3d, the system provides a first-person view model for the movement of one controller, which can be divided into two types:I. Mobile transformThis move is done by moving directly to the transform attribute of the character model, moving in the form of the update function:voidUpdate () {if(Input.getkey (KEYCODE.W)) {transform. Translate (Vector3.forward* Time.deltatime *Speed ); } Else if(Input.getkey (KEYCODE.S)) {transform. Translate (Vector3.forward* Time.deltatime *-Speed ); }
In Unity3d, an object usually consists of a collider and a rigidbody. Collider is a collision body, an object is a collider, before collision detection can be carried out. When the "is Trigger" attribute item in the collider component is checked, the object becomes a collision detector. Objects have rigidbody components that have some physical properties, such a
The Charactercontroller is not affected by the gravity of the scene, and comes with physical collision detection, which is an advantageous unity native tool component in the application scenario (such as flying) out of the navigation grid. If there are many requirements for CC collision detection in a complex application scenario, take note of the three collision
HTML5 achieves 3D and 2D visual QuadTree quad-tree collision detection. HTML5 achieves 3D and 2D visualization QuadTree quad-tree collision detection QuadTree quad-tree as the name suggests is a tree data structure, each of which has four child nodes, supports 2D plane recursion and HTML5 for 3D and 2D visualization QuadTree collision detection
A QuadTree tree i
The animation effect in this section is a collision animation, which simulates or emulates a realistic object's collision effect. Look first.Animation effect Analysis:1. There are two forms of the same view (self and opponent), so we can consider directly encapsulating a view.2. Note that the picture inside the view and the circle of the frame may turn into an ellipse. So using the block way of view to achi
[Unity3d] DIY tank Fleet Armadatank (2) from the collisionIn the previous article I gave a heavy tank fleet and demo program. This article describes the player tank and enemy tank collision problem.+bit Wei Wei + quietly left a message in this version of the right to say: What kind of collision do we needIn the original, when the player collides with other tanks, the player cannot move with each other, and
Now by watching video, reading to unity in the Ray collision detection, there is some understanding, here I summarize it to write down, hope to help you, but also hope that through the great God to correct the shortcomings;Ray collision detection, that is, by a certain object emitted a ray, the ray collision to the object, you can get information about the object
Today, I saw an article in csdn, writing the collision detection between the rectangle and the circle, learning from the author's detection ideas, I used it in the cocos2d-x.
Original article address: Click to open the link
The collision detection between rectangle and the collision detection between point and rectangle are provided in the cocos2d-x, as follows:
In box2d, collision events are implemented by implementing b2contactlistener class functions. b2contactlistener is an abstract class provided by box2d, and its abstract function:Virtual void begincontact (b2contact * contact ). The two objects will respond when they begin to contact each other, but they are called only once.Virtual void endcontact (b2contact * contact ). Response when splitting. But it is called only once.Virtual void presolve (b2cont
HASHMAP, it does not take into account the value in Entry, but only calculates and determines the storage location of each Entry based on key. This also illustrates the previous conclusion: we can completely take the value of the MAP set as a subsidiary of the key, when the system determines the storage location of the key, value will be stored there.2.Hash Collision Generation and resolutionHashMap inside the bucket appeared in the form of a single-
Previous review This famous saying goes:Never measure the height of a mountain-Unless you have reached the peak, you will know how low the mountains are.[Hamadho] In the previous article, we learned the common module of one of the three main modules of the box2d physical engine. This module mainly includes settings, memory management, and vector mathematics. This time, I learned about the collison module. Introduction This collision module includ
Hash Table Collision Avoidance Strategy
1, collision resolution by chaining (closed addressing)
The linked list method is a feasible collision avoidance strategy. Each slot (slot) of a Hash table array stores a single-linked list that stores all key-value pairs with the same hash value. The newly inserted key-value pair is added to the end of the corresponding
Panda Pig • Patty original or translated works. Welcome reprint, Reprint please indicate the source.If you feel that the writing is not good please tell me, if you feel good please support a lot of praise. Thank you! Hopy;)
The previous post introduces the collision of small balls and bricks in physical objects, and in this article we look at what happens to the ball and the rebound stick;)Ball and rebound stick start to collideAlso we have to ad
Reprint Please specify source: http://www.cnblogs.com/Ray1024I. OverviewThe following types of geometries are supported in DIRECT2D:A. Simple Geometry: Rectangle, rounded rectangle, ellipse;B. Path graph (path Geometry);C. Composite graphics (Composite Geometry): Graphics group, transform graphics.Recently discovered that d2d, in addition to drawing different types of geometries, has a powerful function: To determine the relationship between geometry (which is what we often call
The collision behavior in the Chipmunk engine may be slightly different from the general perception in detail.For example, the collision callback method may be re-entered. Do not know the method (function) to re-enter the concept of children's shoes can be self-gu brother or degree Niang.The first collision method has not yet returned, and the second
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