Ursina中3D游戏的距离与碰撞检测
在Ursina中,distance()、distance_2d() 和 distance_xz() 函数可精确计算3D空间中物体之间的距离。intersects() 方法则通过碰撞体检测碰撞。这些工具对于实现探测、物品拾取和AI行为等机制至关重要。
距离计算函数
distance() 函数计算两个 Entity 对象中心在X、Y、Z三个轴上的欧几里得距离:
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
ground = Entity(model='plane', texture='grass', scale=20, collider='box')
player = FirstPersonController(position=(0, 2, 0))
sphere = Entity(position=(3, 4, 0), model='sphere', color=color.blue)
Sky()
def update():
dist = distance(player, sphere)
print(f"距离英雄到球体: {dist:.2f}")
app.run()
公式:√((x₂-x₁)² + (y₂-y₁)² + (z₂-z₁)²)。适用于完整的空间分析。
distance_2d() 忽略Z轴,在X-Y平面内运算:
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
ground = Entity(
model='plane',
texture='grass',
scale=20,
collider='box'
)
player = FirstPersonController(position=(0, 2, 0))
sphere = Entity(position=(3, 4, 0), model='sphere', color=color.blue)
Sky()
def update():
dist = distance_2d(player, sphere)
print(f"2D距离从英雄到球体: {dist:.2f}")
app.run()
适用于UI元素或处于同一高度的物体。
distance_xz() 专注于水平的X-Z平面,忽略Y轴:
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
ground = Entity(
model='plane',
texture='grass',
scale=20,
collider='box'
)
player = FirstPersonController(position=(0, 2, 0))
sphere = Entity(position=(3, 4, 0), model='sphere', color=color.blue)
Sky()
def update():
dist = distance_xz(player, sphere)
print(f"水平距离从英雄到球体: {dist:.2f}")
app.run()
特别适合地面型AI,垂直位置不重要时使用。
intersects() 碰撞系统
intersects() 方法通过Panda3D的 CollisionTraverser 检测碰撞体(盒形、球形、网格)之间的碰撞。两个对象都必须设置 collider 并将 collision=True。
返回一个 HitInfo 对象,包含以下字段:
- hit:布尔值,表示是否发生碰撞
- entity:碰撞的对象
- point:撞击坐标
- distance:到撞击点的距离
示例1:墙体检测
from ursina import *
app = Ursina()
player = Entity(model='cube', color=color.orange, collider='box')
wall = Entity(model='cube', position=(5,0,0), scale=(1,5,5), collider='box', color=color.red)
def update():
player.x += 0.1 * time.dt
hit_info = player.intersects()
if hit_info.hit:
print("碰撞!")
print(f"与: {hit_info.entity}")
print(f"撞击点: {hit_info.point}")
print(f"到撞击点距离: {hit_info.distance:.2f}")
app.run()
示例2:物品拾取
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
ground = Entity(model='plane', texture='grass', scale=10, collider='box')
player = FirstPersonController(model='cube', origin_y=-.5)
pickup = Entity(model='sphere', position=(1,.5,3), collider='box')
def update():
hit_info = player.intersects()
if hit_info.hit and hit_info.entity == pickup:
print('物品已拾取!')
destroy(pickup)
app.run()
相比 distance(),对复杂形状更准确。
示例3:子弹系统
import random
from ursina import *
app = Ursina()
class Bullet(Entity):
def __init__(self, position, direction):
super().__init__(
model='sphere',
scale=.1,
speed=15,
collider='sphere',
position=position,
color=color.yellow,
name='bullet'
)
self.direction = direction.normalized()
def update(self):
self.position += self.direction * time.dt * self.speed
hit_info = self.intersects(ignore=(self,))
if hit_info.hit:
print(f"子弹击中 {hit_info.entity.name}!")
destroy(self)
class Enemy(Entity):
def __init__(self):
super().__init__(
model='cube',
color=color.red,
scale=1,
collider='box',
name='enemy'
)
self.x = random.choice([-4, 4])
self.z = random.choice([-4, 4])
for i in range(5):
Enemy()
player = Entity(model='cube', color=color.blue, position=(0, 0, 0))
shoot_timer = 0
def update():
global shoot_timer
shoot_timer += time.dt
if shoot_timer >= 1:
shoot_timer = 0
random_direction = Vec3(
random.uniform(-1, 1),
random.uniform(-1, 1),
random.uniform(-1, 1)
).normalized()
bullet = Bullet(
position=player.position,
direction=random_direction
)
app.run()
建议使用 raycast() 实现精准命中,而非物理弹丸。
实际应用场景
按距离拾取物品:
from ursina import *
from ursina.prefabs.first_person_controller import FirstPersonController
app = Ursina()
ground = Entity(model='plane', texture='grass', scale=10, collider='box')
player = FirstPersonController(model='cube', origin_y=-.5, color=color.orange, has_pickup=False)
pickup = Entity(model='sphere', position=(1,.5,3))
def update():
if not player.has_pickup and distance(player, pickup) < pickup.scale_x / 2:
print('物品已拾取!')
player.has_pickup = True
pickup.animate_scale(0, duration=.1)
destroy(pickup, delay=.1)
app.run()
带探测区域的敌人AI:
from ursina import *
app = Ursina()
player = Entity(model='cube', position=(0, 0, 0), color=color.blue)
ground = Entity(model='plane', scale=20, color=color.dark_gray, y=-1)
class Enemy(Entity):
def __init__(self, **kwargs):
super().__init__(model='cube', scale_y=2, origin_y=-.5, color=color.light_gray, **kwargs)
self.original_color = self.color
self.detection_radius = 10
def update(self):
dist = distance_xz(player.position, self.position)
if dist > self.detection_radius:
self.color = self.original_color
return
self.color = color.red
self.look_at_2d(player.position, 'y')
if dist > 2:
self.position += self.forward * time.dt * 3
enemies = [Enemy(x=x * 5, z=5) for x in range(-2, 3)]
def update():
player.x += held_keys['d'] * time.dt * 5
app.run()
核心要点
- 使用
distance()进行全3D距离计算,distance_2d()用于X-Y平面,distance_xz()用于水平X-Z平面。 intersects()需要双方均设置碰撞体,并返回详细的HitInfo信息。- 子弹系统推荐使用
raycast()而非物理实体。 - 结合
distance()与intersects()可构建交互区域与精准碰撞检测。 - 在
intersects()中始终使用ignore=(self,)防止自碰撞。
— Editorial Team
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