我正在尝试使用WASD在Irrlicht中为3D球体设置动画。移动部件正常工作,但旋转不起作用。只要我按下W / S或A / D就行了。如果我将它们混合或从不同的点开始,旋转会旋转。
声明
scene::ISceneNode* ballSceneNode = sceneManager->addSphereSceneNode(5);
if (ballSceneNode) {
ballSceneNode->setPosition(core::vector3df(0, 0, 100));
ballSceneNode->setMaterialTexture(0, driver->getTexture("media/ball.bmp"));
ballSceneNode->setMaterialFlag(video::EMF_LIGHTING, false);
}
主循环
core::vector3df ballRotation = ballSceneNode->getRotation();
core::vector3df ballRotation = ballSceneNode->getPosition();
if(receiver.isKeyDown(irr::KEY_KEY_W)) {
ballPosition.Z += movement;
ballRotation.X++;
} else if(receiver.isKeyDown(irr::KEY_KEY_S)) {
ballPosition.Z -= movement;
ballRotation.X--;
}
if(receiver.isKeyDown(irr::KEY_KEY_A)) {
ballPosition.X -= movement;
ballRotation.Z++;
} else if(receiver.isKeyDown(irr::KEY_KEY_D)) {
ballPosition.X += movement;
ballRotation.Z--;
}
ballSceneNode->setPosition(ballPosition);
ballSceneNode->setRotation(ballRotation);
我已经读过您需要core::matrix4
进行轮换或更好地说它会有用/更容易也许也是正确的,但我不知道如何使用它。
修改
if(receiver.isKeyDown(irr::KEY_KEY_W)) {
ballPosition.Z += movement;
cameraPosition.Z += movement;
core::quaternion test;
test.fromAngleAxis(xAxisAngle, core::vector3df(1,0,0));
xAxisAngle += 0.1f;
test.normalize();
core::vector3df rot;
test.toEuler(rot);
ballSceneNode->setRotation(rot * core::RADTODEG);
} else if(receiver.isKeyDown(irr::KEY_KEY_S)) {
ballPosition.Z -= movement;
cameraPosition.Z -= movement;
core::quaternion test;
test.fromAngleAxis(xAxisAngle, core::vector3df(1,0,0));
xAxisAngle -= 0.1f;
test.normalize();
core::vector3df rot;
test.toEuler(rot);
ballSceneNode->setRotation(rot * core::RADTODEG);
}
if(receiver.isKeyDown(irr::KEY_KEY_A)) {
ballPosition.X -= movement;
cameraPosition.X -= movement;
core::quaternion test;
test.fromAngleAxis(zAxisAngle, core::vector3df(0,0,1));
zAxisAngle += 0.1f;
test.normalize();
core::vector3df rot;
test.toEuler(rot);
ballSceneNode->setRotation(rot * core::RADTODEG);
} else if(receiver.isKeyDown(irr::KEY_KEY_D)) {
ballPosition.X += movement;
cameraPosition.X += movement;
core::quaternion test;
test.fromAngleAxis(zAxisAngle, core::vector3df(0,0,1));
zAxisAngle -= 0.1f;
test.normalize();
core::vector3df rot;
test.toEuler(rot);
ballSceneNode->setRotation(rot * core::RADTODEG);
}
xAxisAngle
和zAxisAngle
只是f32,默认值为0。
现在的问题是: W W D(跳到原始状态并且失去2 W)
答案 0 :(得分:1)
使用欧拉角混合旋转总是很奇怪,因为应用旋转的顺序很重要。研究使用四元数或从正交基础构建旋转矩阵。有关在互联网和图形相关教科书上执行这些任务的大量信息。