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。)
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
//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。
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。
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。
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;
}
}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:
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。:)
https://stackoverflow.com/questions/15328187
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