C# 为什么这个相机不能连续偏航?
所以,我正在用XNA制作一个第三人称游戏。我已经创建了一个相机,可以在限制范围内俯仰,应该能够完全360度偏航 课程如下所示:C# 为什么这个相机不能连续偏航?,c#,math,3d,xna,C#,Math,3d,Xna,所以,我正在用XNA制作一个第三人称游戏。我已经创建了一个相机,可以在限制范围内俯仰,应该能够完全360度偏航 课程如下所示: using System; using System.Collections.Generic; using System.Linq; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Audio; using Microsoft.Xna.Framework.Content; using Micros
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Assignment_3_Redesign
{
/// <summary>
/// This is a game component that implements IUpdateable.
/// </summary>
public class Camera : Microsoft.Xna.Framework.GameComponent
{
//Constrain where our camera can wander in the X and Z plane
public Rectangle XZBoundingBox;
//Angular bounds for camera.
float minPitchIncr = -12;
float maxPitchIncr = 38;
float currentPitchIncr = 12;
float currentYawAngle = 0;
//Matrices to pass to effects.
public Matrix view { get; protected set; }
public Matrix projection { get; protected set; }
//Important directional vars.
public Vector3 pos;
public Vector3 look;
private Vector3 up;
//Mouse Input
//X -- yaw; Y-- pitch
private MouseState prevMouseState;
private MouseState tempMS;
private KeyboardState keyboardState;
//Speed to move camera at for translates.
float Speed = 3;
public Camera(Game game, Vector3 pos, Vector3 target, Vector3 up, Rectangle bounding)
: base(game)
{
this.pos = pos;
this.look = (target - pos);
this.look.Normalize();
this.up = up;
this.view = Matrix.CreateLookAt(pos, target, up);
XZBoundingBox = bounding;
this.projection = Matrix.CreatePerspectiveFieldOfView
(MathHelper.PiOver4,
(float)Game.Window.ClientBounds.Width /
(float)Game.Window.ClientBounds.Height,
1, 500);
}
private void CreateLookAt()
{ view = Matrix.CreateLookAt(pos, pos + look, up); }
//Returns current camera direction as vector.
public Vector3 GetCameraDirection
{ get { return look; } }
///
public override void Initialize()
{
// TODO: Add your initialization code here
Mouse.SetPosition(Game.Window.ClientBounds.Width / 2,
Game.Window.ClientBounds.Height / 2);
prevMouseState = Mouse.GetState();
base.Initialize();
}
/// <summary>
/// Allows the game component to update itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(GameTime gameTime)
{
Vector3 tempPos= new Vector3(0.0f,0.0f,0.0f);
//Get keyboard commands
keyboardState = Keyboard.GetState();
/*
//Select object
if (keyboard.IsKeyDown(Keys.D1))
objSelected = 0;
if (keyboard.IsKeyDown(Keys.D2))
objSelected = 1;*/
//Translation
if (keyboardState.IsKeyDown(Keys.A)) //strafe +X (rel)
{
tempPos -= Vector3.Cross(up, look) * Speed;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos -= Vector3.Normalize(tempPos) * Speed;
}
if (keyboardState.IsKeyDown(Keys.D)) //strafe -X (rel)
{
tempPos -= Vector3.Cross(up, look) * Speed;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos += Vector3.Normalize(tempPos) * Speed;
}
if (keyboardState.IsKeyDown(Keys.W)) //+Z (rel)
{
tempPos += look * Speed;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos += Vector3.Normalize(tempPos) * Speed;
}
if (keyboardState.IsKeyDown(Keys.S)) //-Z (rel)
{
tempPos -= look;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos -= Vector3.Normalize(tempPos) * Speed;
}
//Get mouse commands to control camera direction;
//Yaw rot.
tempMS = Mouse.GetState();
if (tempMS != prevMouseState)
{
currentYawAngle += (tempMS.X - prevMouseState.X) * (-MathHelper.PiOver4 / 150);
currentYawAngle = MathHelper.WrapAngle(currentYawAngle);
if (currentPitchIncr + (tempMS.Y - prevMouseState.Y) < maxPitchIncr &&
currentPitchIncr + (tempMS.Y - prevMouseState.Y) > minPitchIncr)
currentPitchIncr += tempMS.Y - prevMouseState.Y;
if (currentPitchIncr > maxPitchIncr) currentPitchIncr = maxPitchIncr;
else if (currentPitchIncr < minPitchIncr) currentPitchIncr = minPitchIncr;
look = Vector3.Transform(Vector3.Forward,
Matrix.CreateFromYawPitchRoll(currentYawAngle,
currentPitchIncr * (-MathHelper.PiOver4 / 150), 0.0f));
}
//reset prevMouseState
prevMouseState = Mouse.GetState();
base.Update(gameTime);
CreateLookAt();
}
}
}
还有关于相机课的整体想法吗
谢谢你的帮助
编辑1从技术上讲,这是一个一流的项目。为了清楚起见,我想提一下。作业是开放式的,我正在尝试投入更多的时间,因为我想建立一个坚实的框架来制作WinPhone游戏…您可以随时将鼠标光标“重置”到屏幕中间。这样你可以有无限的运动
使用此技术时,请确保隐藏原始鼠标指针,因为它看起来非常糟糕。如果您仍然需要鼠标指针才能显示,只需在您跟踪自己的鼠标坐标上闪烁您自己的鼠标指针。事实上,我想我已经找到了答案。。。鼠标坐标映射到实际屏幕像素,所以我的鼠标.X不动产用完了。。。但我真的不希望它比现在飞得更快。所以我想我可能会做一些类似于《末日》的事情,当你的鼠标在窗口的最右边或最左边时,我会让它自动滚动。尽管如此,我仍然对课堂上的建议持开放态度。你可以随时将鼠标光标“重设”回屏幕中央。这样你可以有无限的运动。酷,谢谢蟾蜍。事实上,如果你这么说,我会给你一个答案
camera = new Camera(this, new Vector3(0, 20, 40), Vector3.Zero, Vector3.Up,
new Rectangle(-800,-800,1600,1600));