Java 如何使我的第一人称相机平滑?
我已经想出了如何制作一个简单的第一人称相机,但我想让相机窒息,任何方法都可以(即加速) 我还没有找到任何简单的方法来增加相机的平滑度,希望你们能帮上忙 相机类(在制品)Java 如何使我的第一人称相机平滑?,java,opengl,Java,Opengl,我已经想出了如何制作一个简单的第一人称相机,但我想让相机窒息,任何方法都可以(即加速) 我还没有找到任何简单的方法来增加相机的平滑度,希望你们能帮上忙 相机类(在制品) package entities; import org.lwjgl.input.Keyboard; import org.lwjgl.input.Mouse; import org.lwjgl.opengl.Display; import org.lwjgl.util.vector.Vector3f; import ren
package entities;
import org.lwjgl.input.Keyboard;
import org.lwjgl.input.Mouse;
import org.lwjgl.opengl.Display;
import org.lwjgl.util.vector.Vector3f;
import renderEngine.DisplayManager;
import terrains.Terrain;
public class Camera
{
private float distanceFromPlayer = 50;
private float angleAroundPlayer = 0;
private boolean FPS = false;
private Vector3f position = new Vector3f(110, 10, -52);
private float pitch = 20;
private float yaw;
private float roll;
private static final float RUN_SPEED = 20;
private static final float GRAVITY = -50f;
private static final float JUMP_POWER = 30;
private int clickedOnPlayer = 0;
private float upwardsSpeed = 0;
private boolean isInAir = false;
private Player player;
public Camera(Player player)
{
this.player = player;
}
public void move(Terrain terrain)
{
Mouse.setGrabbed(true);
this.yaw = (Mouse.getX());
float MouseY = Mouse.getY();
if(MouseY > 360)
{
pitch = 465 - MouseY;
}
if (yaw >= 1079)
{
Mouse.setCursorPosition(Display.getWidth() / 2 + 80,
Display.getHeight() / 2);
this.yaw = 720;
}
else if (yaw <= 359)
{
Mouse.setCursorPosition(Display.getWidth() / 2 + 80,
Display.getHeight() / 2);
this.yaw = 720;
}
if(pitch <= -100)
{
pitch = -100;
}
float theta = yaw - 720;
float offsetX = (float) (2 * Math.sin(Math.toRadians(theta)));
float offsetZ = (float) (2 * Math.cos(Math.toRadians(theta)));
moveCamera();
upwardsSpeed += GRAVITY * DisplayManager.getFrameTimeSeconds();
position.y += upwardsSpeed * DisplayManager.getFrameTimeSeconds();
player.getPosition().y += upwardsSpeed * DisplayManager.getFrameTimeSeconds();
float terrainHeight = terrain.getHeightOfTerain(player.getPosition().x, player.getPosition().z);
if (position.y - 10 <= terrainHeight)
{
upwardsSpeed = 0;
isInAir = false;
position.y = terrainHeight + 10;
player.getPosition().y = terrainHeight;
}
player.getPosition().x = position.x - offsetX;
player.getPosition().z = position.z + offsetZ;
player.setRotY(180 - theta);
}
private void jump()
{
if (!isInAir)
{
this.upwardsSpeed = JUMP_POWER;
isInAir = true;
}
}
public void moveCamera()
{
float theta = yaw - 720;
float offsetX = (float) (2 * Math.sin(Math.toRadians(theta)));
float offsetZ = (float) (2 * Math.cos(Math.toRadians(theta)));
if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT))
{
if (Keyboard.isKeyDown(Keyboard.KEY_W))
{
position.z -= ((offsetZ * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
position.x += ((offsetX * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
}
else if (Keyboard.isKeyDown(Keyboard.KEY_S))
{
position.z += ((offsetZ * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
position.x -= ((offsetX * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
}
else
{
position.x = position.x;
position.z = position.z;
}
if (Keyboard.isKeyDown(Keyboard.KEY_D))
{
position.z += ((offsetX * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
position.x += ((offsetZ * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
}
else if (Keyboard.isKeyDown(Keyboard.KEY_A))
{
position.z -= ((offsetX * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
position.x -= ((offsetZ * RUN_SPEED * 3) * DisplayManager.getFrameTimeSeconds());
}
else
{
position.x = position.x;
position.z = position.z;
}
if (Keyboard.isKeyDown(Keyboard.KEY_SPACE))
{
jump();
}
}
else
{
if (Keyboard.isKeyDown(Keyboard.KEY_W))
{
position.z -= ((offsetZ * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
position.x += ((offsetX * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
}
else if (Keyboard.isKeyDown(Keyboard.KEY_S))
{
position.z += ((offsetZ * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
position.x -= ((offsetX * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
}
else
{
position.x = position.x;
position.z = position.z;
}
if (Keyboard.isKeyDown(Keyboard.KEY_D))
{
position.z += ((offsetX * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
position.x += ((offsetZ * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
}
else if (Keyboard.isKeyDown(Keyboard.KEY_A))
{
position.z -= ((offsetX * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
position.x -= ((offsetZ * RUN_SPEED) * DisplayManager.getFrameTimeSeconds());
}
else
{
position.x = position.x;
position.z = position.z;
}
if (Keyboard.isKeyDown(Keyboard.KEY_SPACE))
{
jump();
}
}
}
public void invertPitch(){
this.pitch = -pitch;
}
public boolean getFPS()
{
return FPS;
}
public Vector3f getPosition()
{
return position;
}
public void setPosition(Vector3f position)
{
this.position = position;
}
public float getPitch()
{
return pitch;
}
public float getYaw()
{
return yaw;
}
public float getRoll()
{
return roll;
}
private void calculateCameraPosition(float horizDistance,
float verticDistance)
{
float theta = player.getRotY() + angleAroundPlayer;
float offsetX = (float) (horizDistance * Math
.sin(Math.toRadians(theta)));
float offsetZ = (float) (horizDistance * Math
.cos(Math.toRadians(theta)));
position.x = player.getPosition().x - offsetX;
position.z = player.getPosition().z - offsetZ;
position.y = player.getPosition().y + verticDistance;
}
private float calculateHorizontalDistance()
{
return (float) (distanceFromPlayer * Math.cos(Math.toRadians(pitch)));
}
private float calculateVerticalDistance()
{
return (float) (distanceFromPlayer * Math.sin(Math.toRadians(pitch)));
}
private void calculateZoom()
{
float zoomLevel = Mouse.getDWheel() * 0.1f;
distanceFromPlayer -= zoomLevel;
}
private void calculatePitch()
{
if (Mouse.isButtonDown(0))
{
float pitchChange = Mouse.getDY() * 0.1f;
pitch -= pitchChange;
}
}
private void calculateAngleAroundPlayer()
{
if (Mouse.isButtonDown(0))
{
float angleChange = Mouse.getDX() * 0.3f;
angleAroundPlayer -= angleChange;
}
}
}
包实体;
导入org.lwjgl.input.Keyboard;
导入org.lwjgl.input.Mouse;
导入org.lwjgl.opengl.Display;
导入org.lwjgl.util.vector.Vector3f;
导入renderEngine.DisplayManager;
导入地形。地形;
公共级摄像机
{
私人浮动距离与玩家=50;
私人浮动角度环绕玩家=0;
私有布尔FPS=false;
私有向量3f位置=新向量3f(110,10,-52);
私人浮动螺距=20;
私人浮动偏航;
私人浮动辊;
专用静态最终浮动运行速度=20;
专用静态最终浮子重力=-50f;
专用静态最终浮动跃变功率=30;
私有int ClickedOnLayer=0;
私人向上浮动速度=0;
私有布尔值isInAir=false;
私人玩家;
公共摄像机(播放器)
{
this.player=player;
}
公共无效移动(地形)
{
鼠标。setgrapped(true);
this.yaw=(Mouse.getX());
float MouseY=Mouse.getY();
如果(鼠标>360)
{
螺距=465-鼠标;
}
如果(偏航>=1079)
{
Mouse.setCursorPosition(Display.getWidth()/2+80,
Display.getHeight()/2);
这个偏航=720;
}
else if(yaw非常简单。首先,将move()
方法更改为如下所示:
public void move() {
calculatePitch();
calculateAngleAroundPlayer();
this.yaw = 180 - (player.getRotY() + angleAroundPlayer);
yaw %= 360;
}
其次,将距离从player
更改为0
private float distanceFromPlayer = 0;
希望这有帮助!(可能会)我觉得这样做很愚蠢,我试图重写大部分课程,使之“简单”,谢谢!现在如果我想让玩家按照相机的方向前进,我会做一些不同的事情吗?或者我是不是忘记了?如果你只想让它成为第一人称,你真的不需要相机类。Since我认识这个LWJGL教程,我知道我在说什么。所以,删除摄影机类,在你的着色器类中,不要使用摄影机的变换矩阵,而是使用播放器。非常感谢你,非常高兴你能连接,因为你以前看过这个教程,再次感谢你!我已经更改了大部分着色器类,但其中一些已经更改是不是因为,在我的数学课上,它得到的俯仰和偏航的相机,但我不知道什么来取代它?