我已经编写了一些从高度图渲染 3D 世界的代码,现在我也编写了允许步行的代码。问题是,当高度增加时,动画几乎“跳跃”,因为每个单位都相当大。有没有一种简单的方法可以使动画更流畅一些?(总的来说,我对 OpenGL 和 3D 渲染非常陌生,所以我不想涉足插值和更复杂的事情。)
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2 回答
2
您是否正在寻求有关如何顺利移动的帮助?和加速一样?
如果是这样,您可以执行以下操作:
你的玩家类应该有一个位置、速度和方向向量。不断地把你的速度加到你的位置上,像这样
//mainloop...
{
position.add(velocity);
}
静止时你的速度是 <0,0,0> 所以没有位置变化,移动播放只需像这样将你的方向的百分比添加到你的速度。
if(Key.W)
velocity.add(direction);
这基本上是加速。现在停止,您应该将一定百分比的方向矢量添加到您的速度,但方向相反。
public class Camera
{
public final static Camera VIEW = new Camera();
//
public Vector3 position;
public Vector3 directionalVelocity, angularVelocity;
public Vector3 rotation;
public Vector3 cameraDirectionVector; // vector pointing in direction of camera
public Camera()
{
this.position = new Vector3(0,0,0);
this.rotation = new Vector3(0,0,0);
this.directionalVelocity = new Vector3(0, 0, 0);
this.angularVelocity = new Vector3(0, 0, 0);
this.cameraDirectionVector = new Vector3(0, 0, 0);
Mouse.setGrabbed(true);
}
public void setPosition(float x, float y, float z)
{
this.position.set(x, y, z);
}
public void setRotation(float x, float y, float z)
{
this.rotation.set(x, y, z);
}
private float walkAcc = 0.2f;
private float mouseAcc = 0.2f;
public void update()
{
GL11.glLoadIdentity(); // reset matrix
GL11.glRotatef(rotation.x, 1, 0, 0);
GL11.glRotatef(rotation.y, 0, 1, 0);
GL11.glRotatef(rotation.z, 0, 0, 1);
GL11.glTranslatef(position.x, position.y, position.z);
//
// mouse Input , increment angularVelocity
if(Mouse.isGrabbed())
{
float mouseX = Mouse.getDX() * mouseAcc;
float mouseY = Mouse.getDY() * mouseAcc;
if(mouseY > 0 && this.rotation.x > -90)
this.angularVelocity.x -= mouseY;
if(mouseY < 0 && this.rotation.x < 90)
this.angularVelocity.x += -mouseY;
if(mouseX > 0)
this.angularVelocity.y += mouseX;
if(mouseX < 0)
this.angularVelocity.y -= -mouseX;
// slow down mouse velocity
this.applyFriction(this.angularVelocity, 0.4f);
}
//
// Keyboard input , add direction to velocity
if(Keyboard.isKeyDown(Keyboard.KEY_W))
this.walkForward(this.walkAcc);
if(Keyboard.isKeyDown(Keyboard.KEY_S))
this.walkBackwards(this.walkAcc);
if(Keyboard.isKeyDown(Keyboard.KEY_D))
this.strafeRight(this.walkAcc);
if(Keyboard.isKeyDown(Keyboard.KEY_A))
this.strafeLeft(this.walkAcc);
if(Keyboard.isKeyDown(Keyboard.KEY_SPACE))
this.directionalVelocity.y -= walkAcc;
if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT))
this.directionalVelocity.y += walkAcc;
//
//slow down walk speed
this.applyFriction(this.directionalVelocity, 0.09f);
//
// add velocity to position
this.position.add(this.directionalVelocity);
this.rotation.add(this.angularVelocity);
//
this.updateCameraDirectionVector();
}
// Calculates a vector pointing in the direction of your cross hair
public Vector3 updateCameraDirectionVector()
{
//x = rsin(angle1)cos(angle2)
//y = rsin(angle1)sin(angle2)
//z = rcos(angle1)
this.cameraDirectionVector.x = (float) (Math.sin(Math.toRadians(rotation.y)) * Math.cos(Math.toRadians(rotation.x)));
this.cameraDirectionVector.z = (float) (-Math.cos(Math.toRadians(rotation.y)) * Math.cos(Math.toRadians(rotation.x)));
this.cameraDirectionVector.y = (float) -Math.sin(Math.toRadians(rotation.x)); // good
return this.cameraDirectionVector;
}
public void applyFriction(Vector3 vector, float speed)
{
//add a percentage of opposite direction to current direction
vector.x += -vector.x * speed;
vector.y += -vector.y * speed;
vector.z += -vector.z * speed;
}
public void walkForward(float distance)
{
this.directionalVelocity.x -= this.cameraDirectionVector.x * distance;
this.directionalVelocity.y -= this.cameraDirectionVector.y * distance;
this.directionalVelocity.z -= this.cameraDirectionVector.z * distance;
}
public void walkBackwards(float distance)
{
this.directionalVelocity.x += this.cameraDirectionVector.x * distance;
this.directionalVelocity.y += this.cameraDirectionVector.y * distance;
this.directionalVelocity.z += this.cameraDirectionVector.z * distance;
}
public void strafeLeft(float distance)
{
// cross product with (0,1,0) ... y unit vector..
this.directionalVelocity.x += -this.cameraDirectionVector.z * distance;
this.directionalVelocity.z += this.cameraDirectionVector.x * distance;
}
public void strafeRight(float distance)
{
// cross product with -(0,1,0) ... y unit vector..
this.directionalVelocity.x -= -this.cameraDirectionVector.z * distance;
this.directionalVelocity.z -= this.cameraDirectionVector.x * distance;
}
@Override
public String toString()
{
return this.position.x + " " + this.position.y + " " + this.position.z;
}
}
// 这是一个基本的矢量类,我对其进行了简化以便于阅读。
public class Vector3
{
public float x,y,z;
public Vector3(float x,float y, float z)
{
this.x = x;
this.y = y;
this.z = z;
}
public void add(Vector3 v)
{
this.x += v.x;
this.y += v.y;
this.z += v.z;
}
public void set(float x, float y ,float z)
{
this.x = x;
this.y = y;
this.z = z;
}
}
于 2013-03-14T03:09:46.233 回答
1
尝试做一些三角函数——在整数数组中映射点:
int [x][y][z]
你甚至可以让游戏为你做这件事。发挥创意。然后制作一个循环,将每个点映射出来,让“玩家”站在上面。如果它仍然不起作用,请尝试以 0.5 为增量使用浮点数的相同方法。希望我有所帮助。:)
于 2013-03-11T02:19:32.250 回答