问题:
我想制作一个用户可以扔的球。在我目前的实施中,物理原理有效,但我无法举起球。然而,如果我删除“动态主体”,我就可以完全按照我应该的方式抓住球,并移动它。哎呀,我尝试将其更改为“static-body”,但它仍然有效。问题似乎出在我混合可抓取体和动态体时。我知道在旧版本中应该是可能的,因为我正在使用本教程:https://www.youtube.com/watch?v=SKYfYd3pk4I
但是,他使用的是最新的超级手包中没有的渐进式控件,我不知道这是否会改变任何东西。我在这里做错了什么吗?
以下是我可能影响结果的代码片段:
我的A型框架包:
<head>
<!-- A-Frame -->
<script src="https://aframe.io/releases/1.0.4/aframe.min.js"></script>
<!-- A-Frame Components -->
<!-- A-Frame Particle System -->
<script src="https://unpkg.com/[email protected]/dist/aframe-particle-system-component.min.js"></script>
<script src="https://unpkg.com/aframe-environment-component/dist/aframe-environment-component.min.js"></script>
<!-- A-Frame Event System -->
<script src="https://unpkg.com/[email protected]/dist/aframe-event-set-component.min.js"></script>
<!-- A-Frame Extras Add-Ons -->
<script src="https://cdn.jsdelivr.net/gh/donmccurdy/[email protected]/dist/aframe-extras.min.js"></script>
<!-- A-Frame Physics -->
<script src="https://cdn.jsdelivr.net/gh/n5ro/[email protected]/dist/aframe-physics-system.min.js"></script>
<!-- A-Frame Physics Extra Add-On -->
<script src="https://unpkg.com/[email protected]/dist/aframe-physics-extras.min.js"></script>
<!-- A-Frame Super Hands -->
<script src="https://unpkg.com/[email protected]/dist/super-hands.min.js"></script>
</head>
我的问题领域:
<!-- Ball -->
<a-entity
id="Ball-2"
position="0 0 0">
<a-sphere
id="Ball-2-collider"
grabbable
dynamic-body="mass: 0.2; linearDamping: 0.05; angularDamping: 0.3; shape: sphere;
sphereRadius: 0.125;"
class="interactable ball"
radius="5"
position="0 0.6 3.8"
scale="0.02 0.02 0.02">
<a-entity
id="ball-2-mesh"
position="0 -6 0"
rotation="0 0 0"
scale="600 600 600"
gltf-model="#Ball-glb"
color="#FFFFFF">
</a-entity>
</a-sphere>
</a-entity>
我的控制器设置:
<a-entity id="camera-rig" position="0 -1.20 4" rotation="0 150 0">
<a-camera
user-height="1.6"
active="true">
<a-entity
cursor="fuse: true; fuseTimeout: 1000"
raycaster="objects: .interactable"
animation__fusing="property: scale; startEvents: fusing; easing: linear; dur: 1000; from: 1 1 1; to: 3 3 3"
animation__leave="property: scale; startEvents: mouseleave; easing: linear; dur: 1; from: 1 1 1; to: 1 1 1"
animation__click="property: scale; startEvents: click; easing: linear; dur: 150; from: 3 3 3; to: 1 1 1"
position="0 0 -1"
geometry="primitive: sphere; radius: 0.005"
material="color: #FF00FF; shader: flat; opacity: 0.5">
</a-entity>
</a-camera>
<a-entity sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: left"></a-entity>
<a-entity sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: right"></a-entity>
</a-entity>
最后,定义重力的场景:
<a-scene embedded antialias="false" physics="gravity: -9.8; debug: true">
感谢这个:https://github.com/bryik/aframe-ball- throw/blob/master/index.html
我找到了罪魁祸首。 我需要将静态体添加到我的手实体中,以便可以检测到碰撞。不知道为什么之前没有它们就检测到碰撞。
修改后的代码:
<a-entity static-body="shape: sphere; sphereRadius: 0.02;" sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: left"></a-entity>
<a-entity static-body="shape: sphere; sphereRadius: 0.02;" sphere-collider="objects: .interactable" handModelStyle: lowPoly; super-hands hand-controls="hand: right"></a-entity>
谢谢!你的帖子对我帮助很大!