Camera 相机根据沿y轴的旋转进行移动
位置沿x轴和z轴更新良好。但当我转身时,它停止工作 我试着重写结构,但没有成功Camera 相机根据沿y轴的旋转进行移动,camera,lwjgl,Camera,Lwjgl,位置沿x轴和z轴更新良好。但当我转身时,它停止工作 我试着重写结构,但没有成功 private static final float RUN_SPEED = 20; private static final float TURN_SPEED = 20; private float currentSpeed = 0; private float currentSidewaysSpeed = 0; private float currentTurnSpeed = 0; public void
private static final float RUN_SPEED = 20;
private static final float TURN_SPEED = 20;
private float currentSpeed = 0;
private float currentSidewaysSpeed = 0;
private float currentTurnSpeed = 0;
public void checkInputs(){
if(Keyboard.isKeyDown(Keyboard.KEY_W)) {
this.currentSpeed = -(RUN_SPEED);
}else if(Keyboard.isKeyDown(Keyboard.KEY_S)) {
this.currentSpeed = RUN_SPEED/2;
}else{
this.currentSpeed = 0;
}
if(Keyboard.isKeyDown(Keyboard.KEY_D)){
this.currentTurnSpeed = -TURN_SPEED;
}else if(Keyboard.isKeyDown(Keyboard.KEY_A)){
this.currentTurnSpeed = TURN_SPEED;
}else{
this.currentTurnSpeed = 0;
}
}
public void move(){
checkInputs();
float xDistance = currentSpeed * MainGameHandler.getFrameTimeSeconds();
float zDistance = currentTurnSpeed * MainGameHandler.getFrameTimeSeconds();
float distance = xDistance + zDistance;
float dx = (float) (xDistance * Math.sin(Math.toRadians(-getRotY())));
float dz = (float) (zDistance * Math.sin(Math.toRadians(-getRotY())));
System.out.println(dx + " " + dz);
increasePosition(dx, 0, dz);
}
上级负责向任何方向工作。我99.9%确信我遗漏了一两行代码。提前感谢您的帮助好吧,我是用旧乐章中的一些代码计算出来的,这里是最终版本:
private static final float RUN_SPEED = 20;
private static final float TURN_SPEED = 20;
private float currentSpeed = 0;
private float currentSidewaysSpeed = 0;
private float currentTurnSpeed = 0;
public void checkInputs(){
if(Keyboard.isKeyDown(Keyboard.KEY_A)) {
this.currentSpeed = -(RUN_SPEED);
}else if(Keyboard.isKeyDown(Keyboard.KEY_D)) {
this.currentSpeed = RUN_SPEED;
}else{
this.currentSpeed = 0;
}
if(Keyboard.isKeyDown(Keyboard.KEY_W)){
this.currentTurnSpeed = -TURN_SPEED;
}else if(Keyboard.isKeyDown(Keyboard.KEY_S)){
this.currentTurnSpeed = TURN_SPEED/2;
}else{
this.currentTurnSpeed = 0;
}
}
public Vector3f move(){
Vector4f movement = new Vector4f();
Vector3f position = new Vector3f();
checkInputs();
float xDistance = currentSpeed * MainGameHandler.getFrameTimeSeconds();
float zDistance = currentTurnSpeed * MainGameHandler.getFrameTimeSeconds();
float distance = xDistance + zDistance;
float dx = xDistance;
float dz = zDistance;
System.out.println(dx + " " + dz);
movement.x += dx;
movement.z += dz;
Matrix4f invertedViewMatrix = new Matrix4f();
Matrix4f.invert(viewMatrix,invertedViewMatrix);
Matrix4f.transform(invertedViewMatrix,movement,movement);
position.x+=movement.x;
position.z+=movement.z;
return position;
}
只需为同样启动opengl lwjgl并需要帮助的所有人发帖即可=)想想看。当你旋转0°,也就是说getRotY()是0,sin(0°)是什么?是的,0。这意味着dx和dz都将为0,你将无法移动到任何地方。只有当您旋转90°或270°时,才能全速移动。您需要将一个sin()更改为cos(),这样当一个组件随着旋转而减少时,另一个组件将增加。您建议使用哪一个??