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当用户按住 LMB 并移动鼠标时,立方体会旋转。我使用假人作为一种“锚”,以便相机保持在同一个位置,但物体旋转,所以可以看到所有侧面旋转对象(这是一个立方体)。问题是物体旋转后,它的 x 和 y 保持不变,因此相同的运动会从相机的角度产生不同的效果。例如,如果我向上旋转 180 度(y),则 x 轴的旋转是镜像的,因为向左移动鼠标会沿相反的方向旋转,就像在 180 度旋转之前一样

这是我的代码:

表单创建:

procedure TForm2.Form3DCreate(Sender: TObject);
begin
Xf := 0;
Yf := 0;
Xi := 0;
Yi := 0;
Xd := 0;
Yd := 0;
end;

开始按钮:

procedure TForm2.btnStartClick(Sender: TObject);    
begin
layerStart.Visible := False;
Controller := TController.create(Form2,10);
Camera1 := TCamera.Create(Controller.getAnchor);
Camera1.Parent := Controller.getAnchor;
Anchor := Controller.getAnchor;
Timer1.Enabled := True;

end;

创建对象和“锚”:

Type
 tController = class
   private
     cubeArray : Array[1..10,1..10,1..10]  of TCube;
     fCubeCount, fHalf : integer;
     fForm : TForm3D;
     bigCube : tDummy;
   public
    constructor create(Form : TForm3D; cubeCount :integer);
    function getAnchor : tDummy;

 end;

implementation

{ tController }

constructor tController.create(Form: TForm3D; cubeCount: integer); //cubeCount Max 10, min 1
var
  x, y, z : Integer;
begin
fCubeCount := cubeCount;
fForm := Form;
fHalf := cubeCount div 2;
bigCube := TDummy.Create(Form);
With bigCube do
         begin
           Visible := True;
           Position.X := 0;
           Position.Y := 0;
           Position.Z := 0;
           Parent := Form;
         end;

for x := 1 to fCubeCount do
 begin
  for y := 1 to fCubeCount do
   begin
    for z := 1 to fCubeCount do
     begin
       CubeArray[x,y,z] := TCube.Create(bigCube);
        With CubeArray[x,y,z] do
         begin
           Visible := True;
           Width := 0.5;
           Height := 0.5;
           Depth := 0.5;
           Position.X := x - 0.5 - fHalf;
           Position.Y := y - 0.5 - fHalf;
           Position.Z := z - 0.5 - fHalf;
           Parent := bigCube;
         end;
        end;
    end;
   end;

 end;

function tController.getAnchor: TDummy;
begin
result := bigCube;
end;



end.

定时器:

procedure TForm2.Timer1Timer(Sender: TObject);
begin

// X on Form to Left = 60; X on form to right = 1280
  while GetAsyncKeyState(VK_LBUTTON) = -32768  do
   begin
    Xi := Screen.MousePos.X;
    Yi := Screen.MousePos.Y;
    Sleep(1);
    Xf := Screen.MousePos.X;
    Yf := Screen.MousePos.Y;

    Xd := (Xi-Xf);
    Yd := (Yi-Yf)*-1;// *-1 for compliance with Cartesian plane logic

    Xd := (Xd / 1220)*360*10; //COnverting from X units to degrees, *10 for more rotation per amount moved by mouse
    Yd := (Yd / 1220)*360*10;


Anchor.RotationAngle.Y := Anchor.RotationAngle.Y + Xd;
Anchor.RotationAngle.X := Anchor.RotationAngle.X + Yd;
Application.ProcessMessages;

   end;


   end;

我要旋转的对象是由所有较小的立方体组成的立方体。据我所知,这个问题源于锚在旋转后相对于立方体保持不变的事实,即旋转的原点随着旋转的对象移动。我将如何解决这个问题?

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