Camera 相机根据沿y轴的旋转进行移动

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

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 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??