为什么此相机无法连续偏航
本文关键字:连续 相机 为什么 | 更新日期: 2023-09-27 18:26:43
所以,我正在XNA中制作一个第三人称游戏。我已经创建了一个可以在限制范围内俯仰的相机,并且应该能够偏转整个360度。
该类如下所示:
using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
namespace Assignment_3_Redesign
{
/// <summary>
/// This is a game component that implements IUpdateable.
/// </summary>
public class Camera : Microsoft.Xna.Framework.GameComponent
{
//Constrain where our camera can wander in the X and Z plane
public Rectangle XZBoundingBox;
//Angular bounds for camera.
float minPitchIncr = -12;
float maxPitchIncr = 38;
float currentPitchIncr = 12;
float currentYawAngle = 0;
//Matrices to pass to effects.
public Matrix view { get; protected set; }
public Matrix projection { get; protected set; }
//Important directional vars.
public Vector3 pos;
public Vector3 look;
private Vector3 up;
//Mouse Input
//X -- yaw; Y-- pitch
private MouseState prevMouseState;
private MouseState tempMS;
private KeyboardState keyboardState;
//Speed to move camera at for translates.
float Speed = 3;
public Camera(Game game, Vector3 pos, Vector3 target, Vector3 up, Rectangle bounding)
: base(game)
{
this.pos = pos;
this.look = (target - pos);
this.look.Normalize();
this.up = up;
this.view = Matrix.CreateLookAt(pos, target, up);
XZBoundingBox = bounding;
this.projection = Matrix.CreatePerspectiveFieldOfView
(MathHelper.PiOver4,
(float)Game.Window.ClientBounds.Width /
(float)Game.Window.ClientBounds.Height,
1, 500);
}
private void CreateLookAt()
{ view = Matrix.CreateLookAt(pos, pos + look, up); }
//Returns current camera direction as vector.
public Vector3 GetCameraDirection
{ get { return look; } }
///
public override void Initialize()
{
// TODO: Add your initialization code here
Mouse.SetPosition(Game.Window.ClientBounds.Width / 2,
Game.Window.ClientBounds.Height / 2);
prevMouseState = Mouse.GetState();
base.Initialize();
}
/// <summary>
/// Allows the game component to update itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
public override void Update(GameTime gameTime)
{
Vector3 tempPos= new Vector3(0.0f,0.0f,0.0f);
//Get keyboard commands
keyboardState = Keyboard.GetState();
/*
//Select object
if (keyboard.IsKeyDown(Keys.D1))
objSelected = 0;
if (keyboard.IsKeyDown(Keys.D2))
objSelected = 1;*/
//Translation
if (keyboardState.IsKeyDown(Keys.A)) //strafe +X (rel)
{
tempPos -= Vector3.Cross(up, look) * Speed;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos -= Vector3.Normalize(tempPos) * Speed;
}
if (keyboardState.IsKeyDown(Keys.D)) //strafe -X (rel)
{
tempPos -= Vector3.Cross(up, look) * Speed;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos += Vector3.Normalize(tempPos) * Speed;
}
if (keyboardState.IsKeyDown(Keys.W)) //+Z (rel)
{
tempPos += look * Speed;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos += Vector3.Normalize(tempPos) * Speed;
}
if (keyboardState.IsKeyDown(Keys.S)) //-Z (rel)
{
tempPos -= look;
tempPos.Y = 0.0f;
if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
(int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
pos -= Vector3.Normalize(tempPos) * Speed;
}
//Get mouse commands to control camera direction;
//Yaw rot.
tempMS = Mouse.GetState();
if (tempMS != prevMouseState)
{
currentYawAngle += (tempMS.X - prevMouseState.X) * (-MathHelper.PiOver4 / 150);
currentYawAngle = MathHelper.WrapAngle(currentYawAngle);
if (currentPitchIncr + (tempMS.Y - prevMouseState.Y) < maxPitchIncr &&
currentPitchIncr + (tempMS.Y - prevMouseState.Y) > minPitchIncr)
currentPitchIncr += tempMS.Y - prevMouseState.Y;
if (currentPitchIncr > maxPitchIncr) currentPitchIncr = maxPitchIncr;
else if (currentPitchIncr < minPitchIncr) currentPitchIncr = minPitchIncr;
look = Vector3.Transform(Vector3.Forward,
Matrix.CreateFromYawPitchRoll(currentYawAngle,
currentPitchIncr * (-MathHelper.PiOver4 / 150), 0.0f));
}
//reset prevMouseState
prevMouseState = Mouse.GetState();
base.Update(gameTime);
CreateLookAt();
}
}
}
现在这是我想要的。。。几乎问题是,当我旋转时,它在偏航时不会超过Pi/-Pi。换句话说,你不能做一个完整的360旋转。
我是不是犯了一些条件错误?(我不会怀疑……我盯着它看太久了,玩它,打碎东西。)
下面是一个示例声明:
camera = new Camera(this, new Vector3(0, 20, 40), Vector3.Zero, Vector3.Up,
new Rectangle(-800,-800,1600,1600));
对整个摄像课有什么想法吗?
谢谢你的帮助!
编辑1
从技术上讲,这是一个#classproject。为了清楚起见,我想提一下。任务是开放式的,我正在努力投入更多的时间,因为我想制作一个坚实的框架来制作WinPhone游戏。。。
您可以随时将鼠标光标"重置"回屏幕中间。这样你就可以拥有无限运动
使用此技术时,请确保隐藏原始鼠标指针,因为它看起来很糟糕。如果您仍然需要一个可见的鼠标指针,只需将您自己的鼠标指针闪电式地放在您自己跟踪的鼠标坐标上即可。