位置沿x和z轴更新良好。但是当我转弯时它停止工作;
我尝试重新编写结构,但是没有用。
private static final float RUN_SPEED = 20;
private static final float TURN_SPEED = 20;
private float currentSpeed = 0;
private float currentSidewaysSpeed = 0;
private float currentTurnSpeed = 0;
public void checkInputs(){
if(Keyboard.isKeyDown(Keyboard.KEY_W)) {
this.currentSpeed = -(RUN_SPEED);
}else if(Keyboard.isKeyDown(Keyboard.KEY_S)) {
this.currentSpeed = RUN_SPEED/2;
}else{
this.currentSpeed = 0;
}
if(Keyboard.isKeyDown(Keyboard.KEY_D)){
this.currentTurnSpeed = -TURN_SPEED;
}else if(Keyboard.isKeyDown(Keyboard.KEY_A)){
this.currentTurnSpeed = TURN_SPEED;
}else{
this.currentTurnSpeed = 0;
}
}
public void move(){
checkInputs();
float xDistance = currentSpeed * MainGameHandler.getFrameTimeSeconds();
float zDistance = currentTurnSpeed * MainGameHandler.getFrameTimeSeconds();
float distance = xDistance + zDistance;
float dx = (float) (xDistance * Math.sin(Math.toRadians(-getRotY())));
float dz = (float) (zDistance * Math.sin(Math.toRadians(-getRotY())));
System.out.println(dx + " " + dz);
increasePosition(dx, 0, dz);
}
最重要的是要朝任何方向努力。我99.9%的人确定我缺少一两行代码。感谢您的提前帮助
答案 0 :(得分:0)
好吧,我使用旧运动中的一些代码弄清楚了,这里是最终版本:
private static final float RUN_SPEED = 20;
private static final float TURN_SPEED = 20;
private float currentSpeed = 0;
private float currentSidewaysSpeed = 0;
private float currentTurnSpeed = 0;
public void checkInputs(){
if(Keyboard.isKeyDown(Keyboard.KEY_A)) {
this.currentSpeed = -(RUN_SPEED);
}else if(Keyboard.isKeyDown(Keyboard.KEY_D)) {
this.currentSpeed = RUN_SPEED;
}else{
this.currentSpeed = 0;
}
if(Keyboard.isKeyDown(Keyboard.KEY_W)){
this.currentTurnSpeed = -TURN_SPEED;
}else if(Keyboard.isKeyDown(Keyboard.KEY_S)){
this.currentTurnSpeed = TURN_SPEED/2;
}else{
this.currentTurnSpeed = 0;
}
}
public Vector3f move(){
Vector4f movement = new Vector4f();
Vector3f position = new Vector3f();
checkInputs();
float xDistance = currentSpeed * MainGameHandler.getFrameTimeSeconds();
float zDistance = currentTurnSpeed * MainGameHandler.getFrameTimeSeconds();
float distance = xDistance + zDistance;
float dx = xDistance;
float dz = zDistance;
System.out.println(dx + " " + dz);
movement.x += dx;
movement.z += dz;
Matrix4f invertedViewMatrix = new Matrix4f();
Matrix4f.invert(viewMatrix,invertedViewMatrix);
Matrix4f.transform(invertedViewMatrix,movement,movement);
position.x+=movement.x;
position.z+=movement.z;
return position;
}
只需为也开始使用opengl lwjgl并需要帮助的每个人发布=)