//------------------------------------------------------------------------------------------------------- private void CloseTerrainPos(ref Vector3 curPos) { Engine.IRenderSystem rs = Engine.RareEngine.Instance().GetRenderSystem(); if (rs == null) { return; } // 再计算移动速度 m_curScene = rs.GetActiveScene(); if (m_curScene == null) { return; } //和周围墙做碰撞修正 // 计算得到新位置,还需要做一次碰撞检测,看是否可以行走 //Ray rayLine = new Ray(m_vLastPos, pos - m_vLastPos); //Engine.ColliderInfo colliderInfo = new Engine.ColliderInfo(); //float fDis = Vector3.Distance(pos, m_vLastPos); //if (m_curScene.GetColliderInfo(ref rayLine, ref colliderInfo)) //{ // //Engine.Utility.Log.Trace("Dis:{0}", colliderInfo.distance); // if (colliderInfo.distance < 1.5f) // 应当是玩家的半径 // { // // if (colliderInfo.distance < fDis) // // { // // pos = m_vLastPos + Vector3.Normalize(m_vSpeed) * colliderInfo.distance; // // } // // else // // { // // m_jumpSpeed = Vector3.up * _jumpUp; // // m_vSpeed = m_jumpSpeed ; // m_vSpeed = m_vSpeed - Vector3.Dot(m_vSpeed, colliderInfo.normal) * colliderInfo.normal; // pos = m_vLastPos + m_vSpeed * Time.deltaTime; // /* }*/ // } //} Engine.TerrainInfo info; if (m_curScene.GetTerrainInfo(ref curPos, out info)) { //斜坡速度衰减.... 去掉 //Vector3 right = Vector3.Cross(info.normal, m_dir); //Vector3 speed = Vector3.Cross(right, info.normal); //float cos = Vector3.Dot(m_dir, speed); //m_fSpeedTerrainFact = cos; } curPos.y = info.pos.y; }
private object SetPos(object param) { if (m_Owner != null) { Vector3 pos = (Vector3)param; Engine.IRenderSystem rs = Engine.RareEngine.Instance().GetRenderSystem(); if (rs == null) { return(null); } // 取下地表高度 // 再计算移动速度 Engine.IScene curScene = rs.GetActiveScene(); if (curScene == null) { return(null); } Engine.TerrainInfo info; if (curScene.GetTerrainInfo(ref pos, out info)) { //if (pos.y < info.pos.y) { pos.y = info.pos.y;// +0.08f; // 往上提一个距离 } } //if (pos.y <= 10f) //{ // if (!EntitySystem.m_ClientGlobal.IsMainPlayer(m_Owner)) // { // Vector3 mainPos = EntitySystem.m_ClientGlobal.MainPlayer.GetPos(); // pos.y = mainPos.y; // } //} //if (EntitySystem.m_ClientGlobal.IsMainPlayer(m_Owner)) //{ // Engine.Utility.Log.LogGroup("XXF", "Entity.SetPos ({0},{1})", pos.x,-pos.z); //} m_Owner.SetPos(ref pos); } else { Engine.Utility.Log.LogGroup("XXF", "Entity.SetPos m_Owner is null"); } return(null); }