适用于LWJGL的第一人称相机(鼠标支持)

时间:2017-10-06 19:35:17

标签: java camera lwjgl frame-rate

我正在使用LWJGL制作3D游戏,我想添加一个支持鼠标的第一人称照相机。我目前有一个,但它不顺畅,根本不能很好地工作。我真的很想让窗户也集中,所以鼠标已经啮合而不是悬停在窗户上方。我该如何实现呢?

这是我目前的相机实现:

public class Camera {

private Vector3f position = new Vector3f(0,5,0);
private float pitch = 10;
private float yaw;
private float roll;

private float speed = 0.2f;

public Camera() {

}

public void move() {

    yaw =  - (Display.getWidth() - Mouse.getX() / 4);
    pitch =  (Display.getHeight() / 1000) - Mouse.getY();

    if (pitch >= 90) {
        pitch = 90;
    }
    else if (pitch <= -90) {
        pitch = -90;
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_W)) {

        position.z += -(float)Math.cos(Math.toRadians(yaw)) * speed;
        position.x += (float)Math.sin(Math.toRadians(yaw)) * speed;

    }
    else if (Keyboard.isKeyDown(Keyboard.KEY_S)) {

        position.z -= -(float)Math.cos(Math.toRadians(yaw)) * speed;
        position.x -= (float)Math.sin(Math.toRadians(yaw)) * speed;

    }

    if (Keyboard.isKeyDown(Keyboard.KEY_D)) {

        position.z += (float)Math.sin(Math.toRadians(yaw)) * speed;
        position.x += (float)Math.cos(Math.toRadians(yaw)) * speed;

    }
    else if (Keyboard.isKeyDown(Keyboard.KEY_A)) {

        position.z -= (float)Math.sin(Math.toRadians(yaw)) * speed;
        position.x -= (float)Math.cos(Math.toRadians(yaw)) * speed;

    }

    if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT)) {

        position.y -= speed;

    }

    if (Keyboard.isKeyDown(Keyboard.KEY_SPACE)) {

        position.y += speed;

    }

    if (Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
        System.exit(0);
    }

}

public Vector3f getPosition() {
    return position;
}

public float getPitch() {
    return pitch;
}

public float getYaw() {
    return yaw;
}

public float getRoll() {
    return roll;
}

}

1 个答案:

答案 0 :(得分:0)

在计算偏航和俯仰时你正在进行整数除法,这很糟糕,因为结果也是一个整数。要改变这一点,你只需要将一个值设为浮点数:

yaw =  - (Display.getWidth() - Mouse.getX() / 4f);
pitch =  (Display.getHeight() / 1000f) - Mouse.getY();

现在结果会更精确。

虽然我建议使用此代码来计算你的音高和偏航:

float rotationSpeed = 1.0; //You probably need to change this factor
yaw -= Mouse.getDX() / rotationSpeed;
pitch += Mouse.getDY() / rotationSpeed;

getDX / Y()返回自上次调用getDX / Y()以来x / y轴上的移动。

如果你想专注于窗口,只需调用Mouse.setGrabbed(true)。