[英]Java 3d mapping
我正在基于《 用Java开发游戏 》一书创建3D游戏(您无需阅读或知道该书即可回答)。 为了创建地图,我使用了.map文件,该文件指定了墙壁,地板,天花板等。 我只是不明白如何创建墙。 他只使用一个x坐标和一个z坐标,而不是使用开始x(坐标)和最终x,开始z(坐标)和最终z。 这些命令是:
# v [x] [y] [z] - Define a vertex with floating-point
# coords (x,y,z).
# mtllib [filename] - Load materials from an external .mtl
# file.
# usemtl [name] - Use the named material (loaded from a
# .mtl file) for the next floor, ceiling,
# or wall.
# ambientLightIntensity
# [value] - Defines the ambient light intensity
# for the next room, from 0 to 1.
# pointlight [v] - Defines a point light located at the
# [intensity] specfied vector. Optionally, light
# [falloff] intesity and falloff distance can
# be specified.
# player [v] [angle] - Specifies the starting location of the
# player and optionally a starting
# angle, in radians, around the y-axis.
# obj [uniqueName] - Defines an object from an external
# [filename] [v] OBJ file. The unique name allows this
# [angle] object to be uniquely identfied, but
# can be "null" if no unique name is
# needed. The filename is an external
# OBJ file. Optionally, the starting
# angle, in radians, around the y-axis
# can be specified.
# room [name] - Defines a new room, optionally giving
# the room a name. A room consists of
# vertical walls, a horizontal floor
# and a horizontal ceiling. Concave rooms
# are currently not supported, but can be
# simulated by adjacent convex rooms.
# floor [height] - Defines the height of the floor of
# the current room, using the current
# material. The current material can
# be null, in which case no floor
# polygon is created. The floor can be
# above the ceiling, in which case a
# "pillar" or "block" structure is
# created, rather than a "room".
# ceil [height] - Defines the height of the ceiling of
# the current room, using the current
# material. The current material can
# be null, in which case no ceiling
# polygon is created. The ceiling can be
# below the floor, in which case a
# "pillar" or "block" structure is
# created, rather than a "room".
# wall [x] [z] - Defines a wall vertex in a room using
# [bottom] [top] the specified x and z coordinates.
# Walls should be defined in clockwise
# order. If "bottom" and "top" is not
# defined, the floor and ceiling height
# are used. If the current material is
# null, or bottom is equal to top, no
# wall polygon is created.
也许您可以理解“墙面说明”并进行详细说明? 我花了大约2天的时间测试一些“理论”,但我还是听不懂。 我没有得到的另一件事:“ v”命令的作用是什么?
PS:有没有办法从外部程序(例如构造此类.map文件的程序)创建.map文件? 什么是顶点?
非常感谢
wall
命令的作用是定义一个墙顶点 。 这意味着它定义了墙的拐角或端点。 您需要提供多个墙顶点以定义墙。 例如:
wall 0 0
wall 0 2
wall 2 2
这将定义一个在90度角处由两个直块组成的墙。
墙的高度由最后两个可选参数定义。 我不确定您将如何创建单独的墙,但是也许您可以找到一个这样做的迷宫的例子。
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