我想要四个精灵绕一个原点运行。但如果我这样使用
void ae3d::VertexBuffer::UploadVB( void* faces, void* vertices, unsigned ibSize )
{
D3D12_HEAP_PROPERTIES uploadProp = {};
uploadProp.Type = D3D12_HEAP_TYPE_UPLOAD;
uploadProp.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN;
uploadProp.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN;
uploadProp.CreationNodeMask = 1;
uploadProp.VisibleNodeMask = 1;
D3D12_RESOURCE_DESC bufferProp = {};
bufferProp.Alignment = 0;
bufferProp.DepthOrArraySize = 1;
bufferProp.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
bufferProp.Flags = D3D12_RESOURCE_FLAG_NONE;
bufferProp.Format = DXGI_FORMAT_UNKNOWN;
bufferProp.Height = 1;
bufferProp.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
bufferProp.MipLevels = 1;
bufferProp.SampleDesc.Count = 1;
bufferProp.SampleDesc.Quality = 0;
bufferProp.Width = ibOffset + ibSize;
// this branch resizes the buffer and causes validation errors.
if (vb != nullptr && bufferProp.Width <= sizeBytes)
{
ID3D12Resource* stagingBuffer = nullptr;
HRESULT hr = GfxDeviceGlobal::device->CreateCommittedResource( &uploadProp, D3D12_HEAP_FLAG_NONE, &bufferProp,
D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS( &stagingBuffer ) );
AE3D_CHECK_D3D( hr, "Failed to create vertex staging resource" );
char* vbUploadPtr = nullptr;
hr = stagingBuffer->Map( 0, nullptr, reinterpret_cast<void**>(&vbUploadPtr) );
if (FAILED( hr ))
{
ae3d::System::Assert( false, "Unable to map vertex staging buffer!\n" );
return;
}
memcpy_s( vbUploadPtr, ibOffset, vertices, ibOffset );
memcpy_s( vbUploadPtr + ibOffset, ibSize, faces, ibSize );
stagingBuffer->Unmap( 0, nullptr );
// vb state is invalid at this point, needs D3D12_RESOURCE_STATE_COPY_DEST
GfxDeviceGlobal::graphicsCommandList->CopyBufferRegion( vb, 0, stagingBuffer, 0, ibOffset + ibSize );
Global::frameVBUploads.push_back( stagingBuffer );
sizeBytes = ibOffset + ibSize;
return;
}
sizeBytes = ibOffset + ibSize;
HRESULT hr = GfxDeviceGlobal::device->CreateCommittedResource(
&uploadProp,
D3D12_HEAP_FLAG_NONE,
&bufferProp,
D3D12_RESOURCE_STATE_GENERIC_READ,
nullptr,
IID_PPV_ARGS( &vb ) );
if (FAILED( hr ))
{
ae3d::System::Assert( false, "Unable to create vertex buffer!\n" );
return;
}
Global::vbs.push_back( vb );
char* vbUploadPtr = nullptr;
hr = vb->Map( 0, nullptr, reinterpret_cast<void**>(&vbUploadPtr) );
if (FAILED( hr ))
{
ae3d::System::Assert( false, "Unable to map vertex buffer!\n" );
return;
}
memcpy_s( vbUploadPtr, ibOffset, vertices, ibOffset );
memcpy_s( vbUploadPtr + ibOffset, ibSize, faces, ibSize );
vb->Unmap( 0, nullptr );
}
精灵在旋转时被反转,因为这些精灵是用户的个人资料图片,我希望他们在每个轨道上都保持笔直。有没有办法在没有旋转的情况下沿着圆形路径移动精灵。
答案 0 :(得分:3)
从您的代码中可以清楚地看到,您只是在将原始设置为100,100时旋转各个精灵
你必须通过改变它们的位置来移动中心周围的精灵(100,100),就像地球在太阳周围移动一样。
原点是精灵旋转中心。
所以给你的形状半径 r = 50, 圆心(cx,cy)=(100,100)
计算应用几何体的圆的周长上的点
double radianDegrees = Math.toRadians(d);
double updatedX = cx + r * Math.cos(radianDegrees);
double updatedY = cy + r * Math.sin(radianDegrees);
并将角度增加a,即你想要移动精灵的速度
答案 1 :(得分:3)
您可以创建一个'助手' - 矢量,表示距离原点的距离。
就像那样:
private Vector2 origin;
private Vector2 distance;
void ctor(){
origin = new Vector2();
distance = new Vector2(0, 100);
}
public void update(float Delta){
origin.set(200, 200);
distance.rotate(40 * Delta);
Vector2 newPos = origin.add(distance);
sprite.setPosition(newPos.x - sprite.width/2, newPos.y - sprite.height/2);
}