嘿,我开始使用JOGL了,除了使用FloatBuffer矩阵,我的创作沿着y轴扭曲之外,一切正常。
它应该看起来像下面的图片,但目前我不能这样做,同时仍然允许移动。
Picture of what it should look like
几年前我看到有人有这个问题(但关于z轴),但我无法使用他们给出的修正来解决我的问题。这是链接:Link
我认为它与gluPerspective或glFrustrum有关,但我无法弄清楚是什么。以下是绘制3D形状的重要方法:
public static void main(String[]args)
{
Frame frame = new Frame("JOGL Events");
Toolkit t=Toolkit.getDefaultToolkit();
Image img=new BufferedImage(1, 1, BufferedImage.TYPE_INT_ARGB);
Cursor pointer=t.createCustomCursor(img, new Point(0,0), "none");
Driver m=new Driver();
GLCanvas canvas = new GLCanvas();
canvas.addGLEventListener(m);
canvas.addKeyListener(m);
canvas.addMouseListener(m);
canvas.setFocusable(true);
canvas.requestFocus();
frame.add(canvas);
frame.setUndecorated(true);
frame.setSize(1024, 768);
frame.setLocationRelativeTo(null);
frame.setCursor(pointer);
frame.setVisible(true);
GraphicsEnvironment ge=GraphicsEnvironment.getLocalGraphicsEnvironment();
if(fullscreen){
ge.getDefaultScreenDevice().setFullScreenWindow(frame);
}
final Animator animator = new Animator(canvas);
animator.setRunAsFastAsPossible(true);
animator.start();
Rectangle r=frame.getBounds();
center=new Point(r.x+r.width/2, r.y+r.height/2);
}
public void init(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel( GL2.GL_SMOOTH );
gl.glClearColor( 0f, 0f, 0f, 0f );
gl.glClearDepth( 1.0f );
gl.glEnable( GL2.GL_DEPTH_TEST );
gl.glDepthFunc( GL2.GL_LEQUAL );
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST );
gh=new GameHandler(gl);
gh.setMouseCenter(center);
}
public void dispose(GLAutoDrawable drawable) {
}
public void display(GLAutoDrawable drawable) {
final GL2 gl = drawable.getGL().getGL2();
gl.glShadeModel( GL2.GL_SMOOTH );
gl.glClearColor( 0f, 0f, 0f, 0f );
gl.glClearDepth( 1.0f );
gl.glEnable( GL2.GL_DEPTH_TEST );
gl.glDepthFunc( GL2.GL_LEQUAL );
gl.glHint(GL2.GL_PERSPECTIVE_CORRECTION_HINT, GL2.GL_NICEST);
//gl.glColor3f(1f,0f,0f);
gl.glClear (GL2.GL_COLOR_BUFFER_BIT | GL2.GL_DEPTH_BUFFER_BIT );
// Clear The Screen And The Depth Buffer
gl.glLoadIdentity();
//gl.glTranslatef( -0.0f, 0.0f, -6f ); // Move the triangle
//gl.glRotatef( rotZ+0f, rotX+.5f, rotY+1f, rotX+1.0f );
//gl.glFrustumf(left, right, bottom, top, zNear, zFar);
gh.run();
gl.glFlush();
}
public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) {
final GL2 gl = drawable.getGL().getGL2();
if(height <=0)
height =1;
final float h = ( float ) width / ( float ) height;
gl.glViewport( 0, 0, width, height );
gl.glMatrixMode( GL2.GL_PROJECTION );
gl.glLoadIdentity();
glu.gluPerspective( 45.0f, h, 0.01f, 50.0f);
glu.gluLookAt(0, 0, 1, 0, 0, 0, 0, 1, 0);
gl.glMatrixMode( GL2.GL_MODELVIEW );
gl.glLoadIdentity();
gl.glLoadIdentity();
center=new Point(x+width/2, y+height/2);
gh.setMouseCenter(center);
}
从那里,它调用GameHandler类,它使用以下代码来确定要移动的方向,然后调用cube类来绘制背景,然后调用player类来绘制矩阵:
//in GameHandler
public void checkEvents()
{
long now=System.nanoTime();
float period=(float)((now-lastTime)*0.000005);
lastTime=now;
dx=MouseInfo.getPointerInfo().getLocation().x;
dy=MouseInfo.getPointerInfo().getLocation().y;
float head=(mouseCenter.x-dx)/3;
float pit=(mouseCenter.y-dy)/3;
if(head!=0)
player.setHeading(head*headSens);
if(pit!=0)
player.setPitch(pit*pitchSens);
if(ford)
player.setFord((float)period);
if(back)
player.setBack((float)period);
if(strafel)
player.setStrafel((float)period);
if(strafer)
player.setStrafer((float)period);
if(jump)
player.jump("up");
if(down)
player.jump("down");
player.set();
}
public void run()
{
checkEvents();
if(robot!=null)
robot.mouseMove(mouseCenter.x, mouseCenter.y);
player.draw(gl);
for(Cube c:getCubes())
c.draw(gl);
}
//in cube
public void draw(GL2 gl)
{
gl.glBegin(GL2.GL_QUADS);
gl.glColor3f(1f,0f,0f);
gl.glVertex3f(x+-.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+-.5f);
gl.glColor3f(0f,1f,0f);
gl.glVertex3f(x+-.5f, y+.5f, z+.5f);
gl.glVertex3f(x+.5f, y+.5f, z+.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+.5f);
gl.glColor3f(1f,0f,0f);
gl.glVertex3f(x+-.5f, y+-.5f, z+.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+-.5f,y+.5f, z+.5f);
gl.glColor3f(0f,0f,1f);
gl.glVertex3f(x+.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+.5f);
gl.glVertex3f(x+.5f, y+.5f, z+.5f);
gl.glColor3f(1f,0f,1f);
gl.glVertex3f(x+-.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+.5f, z+.5f);
gl.glVertex3f(x+.5f, y+.5f, z+.5f);
gl.glVertex3f(x+.5f, y+.5f, z+-.5f);
gl.glColor3f(1f,.5f,1f);
gl.glVertex3f(x+-.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+-.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+-.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+.5f, z+-.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+-.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+-.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+-.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+-.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+-.5f, y+.5f, z+.5f);
gl.glVertex3f(x+.5f, y+.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+.5f, y+.5f, z+.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+.5f, y+-.5f, z+.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+-.5f, y+.5f, z+.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+-.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+-.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+.5f, y+-.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+-.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+-.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+-.5f, y+.5f, z+.5f);
gl.glEnd();
gl.glBegin(GL2.GL_LINES);
gl.glColor3f(1f, 1f, 1f);
gl.glVertex3f(x+.5f, y+.5f, z+-.5f);
gl.glVertex3f(x+.5f, y+.5f, z+.5f);
gl.glEnd();
}
//player class
public class Player {
private static final float _90=(float)Math.toRadians(90);
private static final float _maxPitch=(float)Math.toRadians(90);
private float heading=0.0f;
private float pitch=0.0f;
private float cosa, cosb, cosz, sina, sinb, sinz;
private float cosc=1.0f;
private float sinc=0.0f;
private float x,y,z;
private float[] mat={ 1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1};
private FloatBuffer matrix;
public Player()
{
matrix=Buffers.newDirectFloatBuffer(mat.length);
matrix.put(mat);
x=y=z=0;
}
public void setHeading(float amount){
heading-=amount;
cosb=(float)Math.toRadians(Math.cos(heading));
sinb=(float)Math.toRadians(Math.sin(heading));
cosz=(float)Math.toRadians(Math.cos(heading+_90));
sinz=(float)Math.toRadians(Math.sin(heading+_90));
}
public void setPitch(float amount){
pitch-=amount;
if(pitch>_maxPitch)pitch=_maxPitch;
if(pitch<-_maxPitch)pitch=-_maxPitch;
cosa=(float)Math.cos(pitch);
sina=(float)Math.sin(pitch);
}
public void setFord(float amount){
x+=cosz*cosa*amount*2;
z+=sinz*cosa*amount*2;
y+=Math.toRadians(sina)*2;
}
public void setBack(float amount){
x-=cosz*cosa*amount*2;
z-=sinz*cosa*amount*2;
y-=Math.toRadians(sina)*2;
}
public void setStrafel(float amount){
x+=cosb*amount*2;
z+=sinb*amount*2;
}
public void setStrafer(float amount){
x-=cosb*amount*2;
z-=sinb*amount*2;
}
public void set(){
matrix.put(0, cosc*cosb-sinc*sina*sinb);
matrix.put(1, sinc*cosb+cosc*sina*sinb);
matrix.put(2, -cosa*sinb);
matrix.put(4, -sinc*cosa);
matrix.put(5, cosc*cosa);
matrix.put(6, sina);
matrix.put(8, cosc*sinb+sinc*sina*cosb);
matrix.put(9, sinc*sinb-cosc*sina*cosb);
matrix.put(10, cosa*cosb);
matrix.put(12, matrix.get(0)*x+matrix.get(4)*y+matrix.get(8)*z);
matrix.put(13, matrix.get(1)*x+matrix.get(5)*y+matrix.get(9)*z);
matrix.put(14, matrix.get(2)*x+matrix.get(6)*y+matrix.get(10)*z);
}
public void jump(String dir)
{
if(dir.equals("up"))
y-=.03;
else if(dir.equals("down"))
y+=.03;
}
public void draw(GL2 gl){
gl.glLoadIdentity();
gl.glBegin(gl.GL_QUADS);
gl.glColor3f(5.0f, 0.0f, 3.0f);
gl.glVertex3f(1.0f, 1.0f, 0.0f);
gl.glVertex3f(2.0f, 1.0f, 0.0f);
gl.glVertex3f(2.0f, 1.0f, -5.0f);
gl.glVertex3f(1.0f, 1.0f, -5.0f);
gl.glEnd();
matrix.rewind();
gl.glLoadMatrixf(matrix);
}
}
为了尽可能清楚,我的问题是我应该添加/删除什么才能避免yAxis出现失真。任何帮助将不胜感激。
感谢您的时间
答案 0 :(得分:1)
您对不是角度的值调用toRadians
:
cosb=(float)Math.toRadians(Math.cos(heading));
sinb=(float)Math.toRadians(Math.sin(heading));
cosz=(float)Math.toRadians(Math.cos(heading+_90));
sinz=(float)Math.toRadians(Math.sin(heading+_90));
那是胡说八道。因为你有时只这样做,所以可能会导致失真。