我试图让相机在第一人称游戏中以相同的方式移动,但它没有移动为什么

本文关键字:移动 方式 为什么 相机 第一人称 游戏 | 更新日期: 2023-09-27 18:36:34

这是我的Game1.cs代码,我标记了相机移动代码部分的区域:在我的 Game1 中添加了相机代码.cs我在这里使用了 riemers 教程相机代码:

http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/Mouse_camera.php

我还尝试了user31911底部的代码,但相同的结果是相机指针/光标在中间跳舞/摇晃并且没有响应。

我尝试使用 Camera 类使用鼠标移动相机。

http://pastebin.com/SF3iiftq

在构造函数中,我有这一行:

viewMatrix = Matrix.CreateLookAt(cameraPosition, cameraFinalTarget, cameraRotatedUpVector);

如果我稍后在代码中使用此行来分配 viewMatrix 变量,那么我根本看不到地形。

最大的主要问题是鼠标根本没有响应,我得到的是鼠标指针在中间跳舞/摇晃。唯一响应的是我的ProcessInput方法,我做的键正在工作,但是方法ProcessInputCamera的键和鼠标在移动相机时没有恢复,鼠标光标在中间摇晃/跳舞。

我不知道为什么会这样。

但是鼠标没有移动相机。

我试图让相机在第一人称游戏中以相同的方式移动,但它没有移动为什么

请编辑您的问题!有很多不必要的信息...

这是我的相机(第一人称)课

class Camera 
{ // up in here normal needed vars
public Vector3 cameraPosition; 
public float moveSpeed, rotateSpeed; 
public bool playing = true; 
public GraphicsDevice device; 
public Matrix view, projection; 
Matrix rotation; 
float yaw = 0; 
float pitch = 0; 
int oldX, oldY; 
public Camera(Vector3 cameraPosition, float moveSpeed, float rotateSpeed, float filedOfView, GraphicsDevice device, float PerspectiveFieldOfView) 
{ 
this.cameraPosition = cameraPosition; 
this.moveSpeed = moveSpeed; 
this.rotateSpeed = rotateSpeed; 
this.device = device; 
view = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up); 
projection =  Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(PerspectiveFieldOfView), device.Viewport.AspectRatio, 0.1f, filedOfView); 
ResetMouseCursor(); 
} 
public void Update() 
{ 
KeyboardState kState = Keyboard.GetState(); // make is able to use your keys
Vector3 v = new Vector3(0, 0, -50) * moveSpeed; // let you permanent walk 
move(v);                                        // isnt essential could be deleted if you wont that
} 
if (kState.IsKeyDown(Keys.W)) 
{ 
Vector3 v = new Vector3(0, 0, -100) * moveSpeed; 
move(v); 
} 
if (kState.IsKeyDown(Keys.S)) 
{ 
Vector3 v = new Vector3(0, 0, 50) * moveSpeed; 
 move(v); 
} 
if (kState.IsKeyDown(Keys.A)) 
{ 
Vector3 v = new Vector3(-50, 0, 0) * moveSpeed; 
 move(v); 
 projection = Matrix. 
 } 
if (kState.IsKeyDown(Keys.D)) 
{ 
Vector3 v = new Vector3(50, 0, 0) * moveSpeed; 
move(v); 
} 
pitch = MathHelper.Clamp(pitch, -1.5f, 1.5f); 
MouseState mState = Mouse.GetState(); 
int dx = mState.X - oldX;      /* is for turning you objekt / camera
yaw -= rotateSpeed * dx;        *
                                *
int dy = mState.Y - oldY;       *
pitch -= rotateSpeed * dy;      */
ResetMouseCursor();          // this makes your mouse "dancing" in the middle
UpdateMatrices(); 
} 
private void ResetMouseCursor() // mouse settings for the camera
{ 
int centerX = device.Viewport.Width / 2; 
int centerY = device.Viewport.Height / 2; 
Mouse.SetPosition(centerX, centerY); 
oldX = centerX; 
oldY = centerY; 
} 
private void UpdateMatrices() //standart camera things
{ 
rotation = Matrix.CreateRotationY(yaw) * Matrix.CreateRotationX(pitch); 
Vector3 transformedReference = Vector3.Transform(new Vector3(0, 0, -1), rotation); 
Vector3 lookAt = cameraPosition + transformedReference; 
view = Matrix.CreateLookAt(cameraPosition, lookAt, Vector3.Up); 
} 
public void move(Vector3 v) // is the self programmed method to let you move
{ 
Matrix yRotation = Matrix.CreateRotationY(yaw); 
v = Vector3.Transform(v, yRotation); 
cameraPosition += v; 
} 
} 

这是相当标准的,但很好。在大多数情况下,此类是相机及其配置所需的全部内容。重写/修复它,就像您需要它一样...

Tipp:你也可以考虑一个弧球凸轮。