检查模型与两个不同对象之间是否同时发生碰撞 [英] Check if collision between the model and two different objects is happening at the same time
问题描述
在VR统一项目中工作,尝试执行一些C#脚本.
Working in a VR unity project, trying to do some C# scripting.
我的角色模型有两只脚,这些脚在VR中使用跟踪器进行控制.我需要一种方法来找出两只脚何时与立方体碰撞.立方体A代表左脚,立方体B代表右脚.这样我就可以在满足条件时生成另一个对象.
My character model has two feet that are controlled in VR using trackers. I need a way to find out when both feet are colliding with cubes. cube A for left foot and cube B for the right foot at the same time. So that I can spawn another object when the condition is met.
这样做的方式是什么?哪个对象应具有脚本?现在,多维数据集具有一个OnTriggerStay函数,该函数检查与脚的碰撞并将多维数据集的颜色更改为绿色.
What would be the way of doing it? What object should have the script? Right now, the cubes have a OnTriggerStay function that checks for collision with feet and changes the cube color to green.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CheckForFoot : MonoBehaviour {
void OnTriggerStay(Collider other)
{
}
}
因此,此脚本放在了地板上的多维数据集上.立方体上有一个与脚相同的弯角.发生碰撞时,我现在可以做一些事情,但是我需要找出如何检查两个相同的多维数据集是否同时发生碰撞
So this script is put on the cube that is on the floor. The cube has a collier on it the same as the foot. When the collision happens I can do something now, but I need to find out how to check for two identical cubes are colliding at the same time
推荐答案
这样做的方式是什么?
What would be the way of doing it?
对于Collider2D
,它应该是Physics2D.IsTouching(collider1, collider2)
,但这是Collider/3D,并且没有内置API可以执行此操作.这很复杂,但可能.这是简化的步骤:
With Collider2D
, that would be Physics2D.IsTouching(collider1, collider2)
but this is Collider/3D and different no built-in API exist to do this. It's complicated but possible. Here are the steps simplified:
1 .使用KeyValuePair
中的List
存储触摸对象.
1.Use List
of KeyValuePair
to store the touching objects.
static private List<KeyValuePair<GameObject, GameObject>> collisionList;
为其添加一个static
变量,以便该列表只有一个实例.
Make it a static
variable so that there is only once instance of this list.
2 .使用OnTriggerEnter
触发时检测.
具有OnTriggerEnter
功能的触发检测脚本必须附加到要在彼此接触时要检测的每个GameObject.
The trigger detection script with the OnTriggerEnter
function must be attached to each GameObject you want to detect when they are touching each other.
3 .检索刚刚相互接触的两个GameObject.
3.Retrieve the two GameObjects that just touched each other.
您可以使用this.gameObject
检索第一个,而使用other.gameObject;
检索第二个GameObject. other
变量来自OnTriggerEnter
函数中的Collider other
参数.
You can Retrieve the first one by using this.gameObject
and the second GameObject by using other.gameObject;
. The other
variable comes from the Collider other
argument in the OnTriggerEnter
function.
4 .现在,检查两个游戏对象是否都存在于#1 中的collisionList
变量中.如果没有,请添加它们.如果它们已经存在,请忽略它.
4.Now, check if both GameObject exist in the collisionList
variable from #1. If they don't, add them. If they already exist, ignore it.
5 .就像#2 一样,检测何时使用OnTriggerExit
退出触发器.这意味着对象不再接触.
5.Just like #2, detect when there is a trigger exit with OnTriggerExit
. This means that the Objects are no longer touching.
6 .检索不再相互接触的两个GameObject,就像您在#3 中一样,但是这次在OnTriggerExit
函数中.
6.Retrieve the two GameObjects that are no longer touching each other like you did in #3 but in the OnTriggerExit
function this time.
7 .现在,检查两个游戏对象是否都存在于#1 中的collisionList
变量中.如果确实将它们从该列表中删除.如果他们不忽略它.
7.Now, check if both GameObject exist in the collisionList
variable from #1. If they do remove them from that List. If they don't ignore it.
该脚本应包含哪些对象?
What object should have the script?
将CollisionDetection
脚本附加到要使用另一个对象检测的每个GameObject.还要确保对撞机的IsTrigger是enabled
,并且每个游戏对象都必须附加Rigidbody
组件.
Attach the CollisionDetection
script to every GameObject you want to detect with another Object. Also make sure that the Collider's IsTrigger is enabled
and that a Rigidbody
component is attached to each GameObject too.
using System.Collections.Generic;
using UnityEngine;
public class CollisionDetection: MonoBehaviour
{
static private List<KeyValuePair<GameObject, GameObject>> collisionList =
new List<KeyValuePair<GameObject, GameObject>>();
void OnTriggerEnter(Collider other)
{
//Debug.Log("Trigger Entered");
//Get the two Objects involved in the collision
GameObject col1 = this.gameObject;
GameObject col2 = other.gameObject;
//Add to the collison List
RegisterTouchedItems(collisionList, col1, col2);
}
void OnTriggerExit(Collider other)
{
//Debug.Log("Trigger Exit");
//Get the two Objects involved in the collision
GameObject col1 = this.gameObject;
GameObject col2 = other.gameObject;
//Remove from the collison List
UnRegisterTouchedItems(collisionList, col1, col2);
}
public static bool IsTouching(GameObject obj1, GameObject obj2)
{
int matchIndex = 0;
return _itemExist(collisionList, obj1, obj2, ref matchIndex);
}
private void UnRegisterTouchedItems(List<KeyValuePair<GameObject, GameObject>> existingObj, GameObject col1, GameObject col2)
{
int matchIndex = 0;
//Remove if it exist
if (_itemExist(existingObj, col1, col2, ref matchIndex))
{
existingObj.RemoveAt(matchIndex);
}
}
private void RegisterTouchedItems(List<KeyValuePair<GameObject, GameObject>> existingObj, GameObject col1, GameObject col2)
{
int matchIndex = 0;
//Add if it doesn't exist
if (!_itemExist(existingObj, col1, col2, ref matchIndex))
{
KeyValuePair<GameObject, GameObject> item = new KeyValuePair<GameObject, GameObject>(col1, col2);
existingObj.Add(item);
}
}
private static bool _itemExist(List<KeyValuePair<GameObject, GameObject>> existingObj, GameObject col1,
GameObject col2, ref int matchIndex)
{
bool existInList = false;
for (int i = 0; i < existingObj.Count; i++)
{
//Check if key and value exist and vice versa
if ((existingObj[i].Key == col1 && existingObj[i].Value == col2) ||
(existingObj[i].Key == col2 && existingObj[i].Value == col1))
{
existInList = true;
matchIndex = i;
break;
}
}
return existInList;
}
}
用法:
只需使用CollisionDetection.IsTouching(object1, object2)
来检查两个物体是否在接触.
Just use CollisionDetection.IsTouching(object1, object2)
to check if two Objects are touching.
public GameObject foot1;
public GameObject foot2;
void Update()
{
//Check if feet GameObjects are touching
bool touching = CollisionDetection.IsTouching(foot1, foot2);
if (touching)
{
Debug.Log("<color=green>leg1 and leg2 touching</color>");
}
else
{
Debug.Log("leg1 and leg2 NOT touching");
}
}
这篇关于检查模型与两个不同对象之间是否同时发生碰撞的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!