【发布时间】:2015-07-19 06:57:46
【问题描述】:
我有一个网格/游戏对象可以使用 FreeGLUT 库通过 glRotatef 旋转:
glPushMatrix();
glTranslatef(GlobalPos_x, GlobalPos_y, GlobalPos_z);
glRotatef(Global_Yaw,0,1,0);
glRotatef(Global_Pitch,1,0,0);
glRotatef(Global_Roll,0,0,1);
RenderMesh(mesh_Plane);
glPopMatrix();
开始时,对象与前 Z 轴对齐; Y 轴向上,X 轴向左。
“控制”:
W:每帧间距 +5 度
S:每帧俯仰 -5 度
A:每帧偏航 +5 度
D:每帧偏航 -5 度
目标:Global_Yaw、Global_Pitch 和 Global_Roll 值必须以某种方式从这些控件增加(范围分别为 -180 到 +180、-90 到 +90 和 -180 到 +180)。
问题是,如果飞机已经倾斜 90 度 它原来的位置,“偏航”反而会让它旋转 Y 轴(万向节锁定),这应该只发生在 First- 人物射击游戏。
所以只需执行 'if(GetAsyncKeyState(Key_A)) Global_Yaw += 5;'不是我要找的。p>
编辑:正方形 2
根据 tkausl 的提醒,我挖掘了我之前的一项尝试。我的想法是我将飞机当前的全局角度转换为一个矩阵,将该矩阵与玩家的关键输入生成的另一个矩阵相乘,然后以某种方式使用该矩阵来获得新的 Global_Yaw、Global_Pitch 和 Global_Roll 值:
// Convert ORIENTATION to MATRIX
Omatrix00 = cos(Global_Pitch)*cos(Global_Yaw);
Omatrix01 = sin(Global_Pitch);
Omatrix02 = cos(Global_Pitch)*sin(Global_Yaw);
Omatrix03 = 0;
Omatrix10 = -cos(Global_Roll)*sin(Global_Pitch)*cos(Global_Yaw)+sin(Global_Roll)*sin(Global_Yaw);
Omatrix11 = cos(Global_Roll)*cos(Global_Pitch);
Omatrix12 = -cos(Global_Roll)*sin(Global_Pitch)*sin(Global_Yaw)-sin(Global_Roll)*cos(Global_Yaw);
Omatrix13 = 0;
Omatrix20 = -sin(Global_Roll)*sin(Global_Pitch)*cos(Global_Yaw)-cos(Global_Roll)*sin(Global_Yaw);
Omatrix21 = sin(Global_Roll)*cos(Global_Pitch);
Omatrix22 = cos(Global_Roll)*cos(Global_Yaw)-sin(Global_Roll)*sin(Global_Pitch)*sin(Global_Yaw);
Omatrix23 = 0;
Omatrix30 = 0;
Omatrix31 = 0;
Omatrix32 = 0;
Omatrix33 = 1;
// Convert Commanded Turn Angles to MATRIX
matrix00 = cos(pitch_speed)*cos(yaw_speed);
matrix02 = cos(pitch_speed)*sin(yaw_speed);
matrix01 = sin(pitch_speed);
matrix03 = 0;
matrix10 = -cos(roll_speed)*sin(pitch_speed)*cos(yaw_speed)+sin(roll_speed)*sin(yaw_speed);
matrix11 = cos(roll_speed)*cos(pitch_speed);
matrix12 = -cos(roll_speed)*sin(pitch_speed)*sin(yaw_speed)-sin(roll_speed)*cos(yaw_speed);
matrix13 = 0;
matrix20 = -sin(roll_speed)*sin(pitch_speed)*cos(yaw_speed)-cos(roll_speed)*sin(yaw_speed);
matrix21 = sin(roll_speed)*cos(pitch_speed);
matrix22 = cos(roll_speed)*cos(yaw_speed)-sin(roll_speed)*sin(pitch_speed)*sin(yaw_speed);
matrix23 = 0;
matrix30 = 0;
matrix31 = 0;
matrix32 = 0;
matrix33 = 1;
// Next step: Somehow using this matrix to get new Global_Yaw, Global_Pitch and Global_Roll values...
我什至不确定我是否在我的代码中正确地乘以我的矩阵。
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