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c++ - 如何在OpenGL中更新 "forward"运动

转载 作者:行者123 更新时间:2023-11-30 05:41:55 27 4
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我的 OpenGL 应用程序有问题,您可以在 this gif 中清楚地看到.基本上我想朝光标指向的方向移动,但这并没有发生,而是“前进”方向保持不变。

例如,如果我转身 180° 并按“w”向前走,我就会向后走。我说的是步行,因为我正在尝试复制第一人称视角,就像在 FPS 游戏中一样。

在这里您可以看到我到目前为止编写的代码:

#include <GL\glew.h>
#include <GL\freeglut.h>
#include <iostream>
#include <cstdlib>
#include "imageLoader.h"

using namespace std;

float _angleY = 0.0f;
float _angleX = 0.0f;
bool about_y = true;

float oldMouseX;
float oldMouseY;

int valid = 0;

float posX = 0.0;
float posZ = 0.0;

// actual vector representing the camera's direction
float lx = 0.0f, lz = -1.0f;

// XZ position of the camera
float x = 0.0f, z = 5.0f;

// the key states. These variables will be zero
// when no key is being presses
float deltaAngle = 0.0f;
float deltaMove = 0;

int xOrigin = -1;

// angle of rotation for the camera direction
float angle = 0.0f;

void mouseMove(int x, int y) {
// this will only be true when the left button is down
if (xOrigin >= 0) {

// update deltaAngle
deltaAngle = (x - xOrigin) * 0.001f;

// update camera's direction
lx = sin(angle + deltaAngle)*2;
lz = -cos(angle + deltaAngle)*2;
}
}

void mouseButton(int button, int state, int x, int y) {
// only start motion if the left button is pressed
if (button == GLUT_LEFT_BUTTON) {
// when the button is released
if (state == GLUT_UP) {
angle += deltaAngle;
xOrigin = -1;
}
else {// state = GLUT_DOWN
xOrigin = x;
}
}
}

void handleKeys(unsigned char key, int x, int y){
switch (key)
{
case 'w':
posZ+=4;
cout << "FORWARD\n";
break;
case 's':
posZ-=4;
cout << "BACK\n";
break;
case 'd':
posX-=4;
cout << "RIGHT\n";
break;
case 'a':
posX+=4;
cout << "LEFT\n";
break;
case 27:
exit(0);
break;
}
}

//initializes 3d rendering
void initRendering(){
glEnable(GL_DEPTH_TEST); //permits one object to show up behind another one
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING); //enables the lighting function
glEnable(GL_LIGHT0); //enables light num. 1
glEnable(GL_LIGHT1); //enables light num. 2
glEnable(GL_NORMALIZE);
Image* image = loadBMP("bricks.bmp");
_textureId = loadTexture(image);
delete image;
}

//handles the resize of the window
void handleResize(int w, int h){
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, double(w) / double(h), 1.0, 800.0);
}

void computePos(float deltaMove) {
x += deltaMove * lx * 0.1f;
z += deltaMove * lz * 0.1f;
}

//draws the 3D sccene
void drawScene(){
cout << "ANGLE: "<<angle<<"\n";
if (deltaMove){
computePos(deltaMove);
}

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the camera
gluLookAt(x, 1.0f, z,
x + lx, 1.0f, z + lz,
0.0f, 1.0f, 0.0f);

glTranslatef(posX, 0.0f, posZ);

//HERE WE ADD THE AMBIENT LIGHT
GLfloat ambientColor[] = { 0.3f, 0.3f, 0.3f, 1.0f }; //the first 3 floats represent the //RGB intensity of the light
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambientColor);

//HERE WE ADD THE POSITIONED LIGHT (WHITE INTENSE)
GLfloat lightColor0[] = { 0.5f, 0.5f, 0.5f, 1.0f }; //LIGHT0 color
GLfloat lightPos0[] = { 4.0f, 0.0f, 8.0f, 1.0f }; //LIGHT0 position is (4,0,8)
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightColor0); //sets color/intensity of the light
glLightfv(GL_LIGHT0, GL_DIFFUSE, lightPos0); //sets position of the light

//HERE WE ADD THE DIRECTIONAL LIGHT (RED)
GLfloat lightColor1[] = { 0.5f, 0.2f, 0.2f, 1.0f }; //LIGHT1 color
GLfloat lightPos1[] = { -1.0f, 0.5f, 0.5f, 0.0f }; //LIGHT1 is coming from (-1,0.5,0.5)
//NOTE: we just have to put the 4th
//parameter to 0.0f to make it directional

glLightfv(GL_LIGHT1, GL_DIFFUSE, lightColor1); //sets color/intensity of the light
glLightfv(GL_LIGHT1, GL_DIFFUSE, lightPos1); //sets position of the light

glColor3f(1.0f, 1.0f, 0.0f); //we set the cube color

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, _textureId);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//HERE WE DEFINE COORDINATES FOR THE CUBE
glBegin(GL_QUADS);

//Front
glNormal3f(0.0f, 0.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.5f, -40.0f, 40.5f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.5f, -40.0f, 40.5f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.5f, 40.0f, 40.5f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.5f, 40.0f, 40.5f);

//Right
glNormal3f(1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(40.5f, -40.0f, -80.5f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(40.5f, 40.0f, -80.5f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.5f, 40.0f, 40.5f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.5f, -40.0f, 40.5f);

//Back
glNormal3f(0.0f, 0.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.5f, -40.0f, -80.5f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.5f, 40.0f, -80.5f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(40.5f, 40.0f, -80.5f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(40.5f, -40.0f, -80.5f);

//Left
glNormal3f(-1.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-40.5f, -40.0f, -80.5f);
glTexCoord2f(1.0f, 0.0f);
glVertex3f(-40.5f, -40.0f, 40.5f);
glTexCoord2f(1.0f, 1.0f);
glVertex3f(-40.5f, 40.0f, 40.5f);
glTexCoord2f(0.0f, 1.0f);
glVertex3f(-40.5f, 40.0f, -80.5f);

glEnd();

glutSwapBuffers();
}

//main loop of the program
void update(int value){
glutPostRedisplay();
glutTimerFunc(25, update, 0);
}

最佳答案

您应该创建 direction 的 vector .每次移动鼠标时,都应根据角度重新评估。方向 vector 应为 unit circle 上的 vector .

假设您有方向 vector direction = (0.4X, 0.6Z) (数字可以是虚幻的,但例如让它成为现实),然后为了继续前进,你应该将它乘以 velocity = 4 的标量。 , 所以 vector velocity = (1.6X, 2.4Z) .这意味着 posX += 1.6, posZ += 2.4;

如果您需要向右走,请将其旋转 90 度并乘以速度标量。

要旋转方向 vector ,您可以使用 sincos函数的位置,因为它位于单位圆上。

要向后和向左移动,您可以使用负速度。

关于c++ - 如何在OpenGL中更新 "forward"运动,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30956149/

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