我试图让它像FPS风格的相机,你可以用鼠标环顾四周。我已经有了它的工作但是当我四处移动然后水平看时,它会从原始点旋转所有东西。我做错了什么?
private float moveSpeed = 0.1f;
private Vector3f camera;
private float horizontalAngle = 0.0f;
private float verticleAngle = 0.0f;
public Game() {
Mouse.setGrabbed(true);
camera = new Vector3f(0.0f, 0.0f, 0.0f);
}
public void input(){
horizontalAngle += Mouse.getDX() * 0.05f;
verticleAngle += -Mouse.getDY() * 0.05f;
if(Keyboard.isKeyDown(Keyboard.KEY_W)){
camera.x -= moveSpeed * Math.sin(Math.toRadians(horizontalAngle));
camera.z += moveSpeed * Math.cos(Math.toRadians(horizontalAngle));
}
if(Keyboard.isKeyDown(Keyboard.KEY_S)){
camera.x += moveSpeed * Math.sin(Math.toRadians(horizontalAngle));
camera.z -= moveSpeed * Math.cos(Math.toRadians(horizontalAngle));
}
if(Keyboard.isKeyDown(Keyboard.KEY_A)){
camera.x -= moveSpeed * Math.sin(Math.toRadians(horizontalAngle - 90));
camera.z += moveSpeed * Math.cos(Math.toRadians(horizontalAngle - 90));
}
if(Keyboard.isKeyDown(Keyboard.KEY_D)){
camera.x -= moveSpeed * Math.sin(Math.toRadians(horizontalAngle + 90));
camera.z += moveSpeed * Math.cos(Math.toRadians(horizontalAngle + 90));
}
if(Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)){
Mouse.setGrabbed(false);
}
}
public void update(){
}
public void render() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw quad
glTranslatef(camera.x, camera.y, camera.z);
glRotatef(verticleAngle, 1.0f, 0.0f, 0.0f);
glRotatef(horizontalAngle, 0.0f, 1.0f, 0.0f);
glBegin(GL_QUADS);
glColor3f(1.0f, 0.5f, 0.5f);
glVertex3f(0.0f, 0.0f, -5.0f);
glVertex3f(1.0f, 0.0f, -5.0f);
glVertex3f(1.0f, 1.0f, -5.0f);
glVertex3f(0.0f, 1.0f, -5.0f);
glEnd();
glRotatef(-horizontalAngle, 0.0f, 1.0f, 0.0f);
glRotatef(-verticleAngle, 1.0f, 0.0f, 0.0f);
glTranslatef(-camera.x, -camera.y, -camera.z);
Display.sync(60);
Display.update();
}
我正在使用带有Java的LWJGL。
答案 0 :(得分:3)
您需要两个矢量来进行相机旋转:一个用于相机的位置(u),另一个用于相机的方向(v)(v的长度无关紧要)。然后使用gluLookAt(u.x, u.y, u.z, u.x+v.x, u.y+v.y, u.z+v.z, 0.0, 1.0, 0.0)
,意味着摄像机位于u位置,查看u + v点,向上方向的矢量为(0,1,0)。