总结:
- 当玩家静止并旋转时,摄像机在进行约180度转弯后跳回原始位置
- 场景"跳跃"玩家旋转一点之后,然后向前移动
- 同时向前前进和旋转时,旋转似乎是正确的
我猜想spin()
功能是罪魁祸首,但是玩家模型却很好。这是"相机"这无法正常工作,因此可能是在我的display()
代码中。我不知道怎么了。
这是一个很容易显示正在发生的事情的GIF。http://i.imgur.com/egcuun7.gifv
这是相关代码:
void Player::spinLeft()
{
direction += SPIN_SPEED;
double radians = direction / 180 * 3.141592654;
xSpeed += cos(radians);
ySpeed += sin(radians);
glutPostRedisplay();
}
void Player::spinRight()
{
direction -= SPIN_SPEED;
double radians = direction / 180 * 3.141592654;
xSpeed += cos(radians);
ySpeed += sin(radians);
glutPostRedisplay();
}
void Player::moveForward()
{
double radians = direction / 180 * 3.141592654;
xSpeed = cos(radians);
ySpeed = sin(radians);
double nextX = x + xSpeed*MOVE_SPEED;
double nextY = y + ySpeed*MOVE_SPEED;
if (!gMaze.insideWall(nextX, nextY, size))
{
x += xSpeed*MOVE_SPEED;
y += ySpeed*MOVE_SPEED;
}
glutPostRedisplay();
}
标题:
class Player
{
public:
Player();
void Draw();
void spinLeft();
void spinRight();
void moveForward();
void moveBack();
double getX();
double getY();
double getZ();
double getSize();
double getDirection();
double getXSpeed();
double getYSpeed();
private:
double direction; // in degrees
double x, y, z; // in cell coords
double xSpeed, ySpeed;
double size;
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glLoadIdentity();
// I suspect the problem is here
double x = gPlayer.getX();
double y = gPlayer.getY();
double z = gPlayer.getZ();
double dx = gPlayer.getXSpeed();
double dy = gPlayer.getYSpeed();
double at_x = x + dx;
double at_y = y + dy;
double at_z = z;
gluLookAt(x, y, z,
at_x, at_y, at_z,
0, 0, 1);
gMaze.Draw();
if (gWDown)
gPlayer.moveForward();
if (gADown)
gPlayer.spinLeft();
if (gSDown)
gPlayer.moveBack();
if (gDDown)
gPlayer.spinRight();
glutSwapBuffers();
}
您的spinLeft
和spinRight
不正确。您只想要这个:
xSpeed = cos(radians);
ySpeed = sin(radians);
当您前进时它正常工作,因为那是您在那里所做的。