*这已经解决好了,问题是在 LWJGL 中我使用 glTranslatef 和 glRotatef 制作了一个基本的 FPS 相机。一开始它的行为就像它应该做的那样,但是当我移动相机时,它开始围绕相机原来所在的枢轴旋转!这是我的代码(没有导入等):
public class Main {
public static float camera_x,camera_y,camera_z,camera_rot;
public static ArrayList<Block>blocks = new ArrayList<Block>();
public Main(){
try{
Display.setDisplayMode(new DisplayMode(800,600));
Display.setTitle("Voxel");
Display.create();
}catch(LWJGLException e){
e.printStackTrace();
}
//Init
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective((float)45,800f/600f,0.1f,1000.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
generateWorld();
glTranslatef(0,15,0);
float dt,time,lastTime = 0;
Mouse.setGrabbed(true);
while(!Display.isCloseRequested() && !Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)){
time = Sys.getTime();
dt = (time - lastTime)/1000.0f;
lastTime = time;
render();
tick();
Display.update();
Display.sync(60);
}
Display.destroy();
System.exit(0);
}
public void tick(){
camera_x = 0;
camera_y = 0;
camera_z = 0;
camera_rot = 0;
if(Keyboard.isKeyDown(Keyboard.KEY_W)){
camera_z = +1;
}
else if(Keyboard.isKeyDown(Keyboard.KEY_S)){
camera_z = -1;
}
if(Keyboard.isKeyDown(Keyboard.KEY_A)){
camera_x = +1;
}
else if(Keyboard.isKeyDown(Keyboard.KEY_D)){
camera_x = -1;
}
if(Keyboard.isKeyDown(Keyboard.KEY_SPACE)){
camera_y = -1;
}
else if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT)){
camera_y = +1;
}
while(Keyboard.next()){
if(Keyboard.isKeyDown(Keyboard.KEY_R)){
generateWorld();
}
}
//Updating all of the blocks
for(int i=0; i < blocks.size(); i++){
blocks.get(i).tick();
}
camera_rot += Mouse.getDX();
}
public void render(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glRotatef(camera_rot, 0f, 1f, 0f);
glTranslatef(camera_x, camera_y, camera_z);
for(int i=0; i < blocks.size(); i++){
blocks.get(i).render();
}
}
public static void main(String[] arguments){
new Main();
}
public void generateWorld(){
blocks.clear();
int heightlevel = 0;
Random r = new Random();
for(int i=0; i < 50; i++){
for(int j=0; j < 50; j++){
if(r.nextBoolean() == false){
heightlevel -= 4;
}
else{
heightlevel += 4;
}
blocks.add(new Block((i*4)-64,-8+ heightlevel,(j*4)-64,4,4,4));
float y = -8+heightlevel;
for(int k = 0; k < 10; k++){
blocks.add(new Block((i*4)-64,y - (k*4),(j*4)-64,4,4,4));
}
}
}
}
}
还有一个 Block 类:
public class Block {
public float x,y,z,width,height,depth,shade;
public Random rand;
public Block(float xx,float yy,float zz,float ww,float hh,float dd){
x = xx;
y = yy;
z = zz;
width = ww;
height = hh;
depth = dd;
rand = new Random();
shade = (rand.nextFloat()+0.2f);
}
public void tick(){
}
public void render(){
glBegin(GL_QUADS);
glColor3f(0,shade,0);
//Front
glTexCoord2f(0,0);
glVertex3f(x,y,z);
glTexCoord2f(1,0);
glVertex3f(x+width,y,z);
glTexCoord2f(1,1);
glVertex3f(x+width,y+height,z);
glTexCoord2f(0,1);
glVertex3f(x,y+height,z);
//Back
glVertex3f(x,y,z+depth);
glVertex3f(x+width,y,z+depth);
glVertex3f(x+width,y+height,z+depth);
glVertex3f(x,y+height,z+depth);
//Left
glVertex3f(x,y,z);
glVertex3f(x,y,z+depth);
glVertex3f(x,y+height,z+depth);
glVertex3f(x,y+height,z);
//Right
glVertex3f(x+width,y,z);
glVertex3f(x+width,y,z+depth);
glVertex3f(x+width,y+height,z+depth);
glVertex3f(x+width,y+height,z);
//Top
glVertex3f(x,y,z);
glVertex3f(x+width,y,z);
glVertex3f(x+width,y,z+depth);
glVertex3f(x,y,z+depth);
//Bottom
glVertex3f(x,y+height,z);
glVertex3f(x+width,y+height,z);
glVertex3f(x+width,y+height,z+depth);
glVertex3f(x,y+height,z+depth);
glEnd();
}
}