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LWJGL平滑动画
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Stack Overflow用户
提问于 2013-03-11 05:58:54
回答 2查看 1.5K关注 0票数 2

我已经写了一些从高度图渲染3D世界的代码,现在我也编写了允许行走的代码。问题是,当高度增加时,动画几乎“跳跃”,因为每个单位都相当大。有没有简单的方法可以让动画看起来更流畅一点?(一般来说,我对OpenGL和3D渲染都是非常陌生的,所以我不想涉及插值和更复杂的事情。)

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回答 2

Stack Overflow用户

回答已采纳

发布于 2013-03-14 11:09:46

你是在寻求如何顺利移动的帮助吗?就像加速一样?

如果是这样的话,你可以这样做:

你的player类应该有一个位置,速度和一个方向向量。不断增加你的速度到你的位置,像这样

代码语言:javascript
复制
//mainloop...
{
position.add(velocity);
}

在静止时,你的速度是<0,0,0>,所以没有位置改变,要移动播放,只需像这样向你的速度添加一个百分比的方向。

代码语言:javascript
复制
if(Key.W)
velocity.add(direction);

这是基本的加速。现在要停止,您应该添加百分比的方向向量到您的速度,但在相反的方向。

代码语言:javascript
复制
public class Camera
{
    public final static Camera VIEW = new Camera();
    //
    public Vector3 position; 
    public Vector3 directionalVelocity, angularVelocity;
    public Vector3 rotation;
    public Vector3 cameraDirectionVector; // vector pointing in direction of camera

    public Camera()
    {
        this.position = new Vector3(0,0,0);
        this.rotation = new Vector3(0,0,0);
        this.directionalVelocity = new Vector3(0, 0, 0);
        this.angularVelocity = new Vector3(0, 0, 0);
        this.cameraDirectionVector = new Vector3(0, 0, 0);
        Mouse.setGrabbed(true);
    }
    public void setPosition(float x, float y, float z)
    {
        this.position.set(x, y, z);
    }
    public void setRotation(float x, float y, float z)
    {
        this.rotation.set(x, y, z);
    }

    private float walkAcc = 0.2f;
    private float mouseAcc = 0.2f;

    public void update()
    {
        GL11.glLoadIdentity(); // reset matrix
        GL11.glRotatef(rotation.x, 1, 0, 0);
        GL11.glRotatef(rotation.y, 0, 1, 0);
        GL11.glRotatef(rotation.z, 0, 0, 1);
        GL11.glTranslatef(position.x, position.y, position.z);
        //
            // mouse Input , increment angularVelocity
        if(Mouse.isGrabbed())
        {
            float mouseX = Mouse.getDX() * mouseAcc;
            float mouseY = Mouse.getDY() * mouseAcc;
            if(mouseY > 0 && this.rotation.x > -90)
                this.angularVelocity.x -= mouseY;
            if(mouseY < 0 && this.rotation.x < 90)
                this.angularVelocity.x += -mouseY;
            if(mouseX > 0)
                this.angularVelocity.y += mouseX;
            if(mouseX < 0)
                this.angularVelocity.y -= -mouseX;
                    // slow down mouse velocity
            this.applyFriction(this.angularVelocity, 0.4f);  
        }
        //
            // Keyboard input , add direction to velocity
        if(Keyboard.isKeyDown(Keyboard.KEY_W))
            this.walkForward(this.walkAcc);
        if(Keyboard.isKeyDown(Keyboard.KEY_S))
            this.walkBackwards(this.walkAcc);
        if(Keyboard.isKeyDown(Keyboard.KEY_D))
            this.strafeRight(this.walkAcc);
        if(Keyboard.isKeyDown(Keyboard.KEY_A))
            this.strafeLeft(this.walkAcc);
        if(Keyboard.isKeyDown(Keyboard.KEY_SPACE))
            this.directionalVelocity.y -= walkAcc;
        if(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT))
            this.directionalVelocity.y += walkAcc;
            //
        //slow down walk speed
        this.applyFriction(this.directionalVelocity, 0.09f);
        //
            // add velocity to position
        this.position.add(this.directionalVelocity);
        this.rotation.add(this.angularVelocity);
        //
        this.updateCameraDirectionVector();
    }

   // Calculates a vector pointing in the direction of your cross hair
    public Vector3 updateCameraDirectionVector() 
    {

        //x = rsin(angle1)cos(angle2)
        //y = rsin(angle1)sin(angle2)
        //z = rcos(angle1)

        this.cameraDirectionVector.x = (float) (Math.sin(Math.toRadians(rotation.y)) * Math.cos(Math.toRadians(rotation.x)));
        this.cameraDirectionVector.z = (float) (-Math.cos(Math.toRadians(rotation.y)) * Math.cos(Math.toRadians(rotation.x)));
        this.cameraDirectionVector.y = (float) -Math.sin(Math.toRadians(rotation.x)); // good
        return this.cameraDirectionVector;
    }
    public void applyFriction(Vector3 vector, float speed)
    {
        //add a percentage of opposite direction to current direction
        vector.x += -vector.x * speed;
        vector.y += -vector.y * speed;
        vector.z += -vector.z * speed;
    }
    public void walkForward(float distance)
    {
        this.directionalVelocity.x -= this.cameraDirectionVector.x * distance;
        this.directionalVelocity.y -= this.cameraDirectionVector.y * distance;
        this.directionalVelocity.z -= this.cameraDirectionVector.z * distance;

    }
    public void walkBackwards(float distance)
    {
        this.directionalVelocity.x += this.cameraDirectionVector.x * distance;
        this.directionalVelocity.y += this.cameraDirectionVector.y * distance;
        this.directionalVelocity.z += this.cameraDirectionVector.z * distance;

    }
    public void strafeLeft(float distance)
    {
        // cross product with (0,1,0) ... y unit vector..
        this.directionalVelocity.x += -this.cameraDirectionVector.z * distance;
        this.directionalVelocity.z += this.cameraDirectionVector.x * distance;

    }
    public void strafeRight(float distance)
    {
        // cross product with -(0,1,0) ... y unit vector..
        this.directionalVelocity.x -= -this.cameraDirectionVector.z * distance;
        this.directionalVelocity.z -= this.cameraDirectionVector.x * distance;

    }
    @Override
    public String toString()
    {
        return this.position.x + " " + this.position.y + " " + this.position.z;
    }
}

//这是一个基本的向量类,我对它进行了简化,使其易于阅读。

代码语言:javascript
复制
public class Vector3
{
   public float x,y,z;
   public Vector3(float x,float y, float z)
   {
   this.x = x;
   this.y = y;
   this.z = z;
   }
   public void add(Vector3 v)
   {
    this.x += v.x;
    this.y += v.y;
    this.z += v.z;
   }
 public void set(float x, float y ,float z)
   {
    this.x = x;
    this.y = y;
    this.z = z;
   }

}
票数 2
EN

Stack Overflow用户

发布于 2013-03-11 10:19:32

尝试执行一些三角运算--在整数数组中映射点:

代码语言:javascript
复制
int [x][y][z]

你甚至可以让游戏为你做到这一点。让它更有创意。然后做一个循环,把每个点都映射出来,让“玩家”站在上面。如果它仍然不起作用,尝试同样的方法,用0.5的增量和浮点数。希望我能帮上忙。:)

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/15328187

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