【问题标题】:Increasing acceleration of model on keypress?在按键上增加模型的加速度?
【发布时间】:2018-09-17 13:38:39
【问题描述】:

我正在尝试在开放空间中旋转单个立方体。起初,它从静止开始,然后在按键时它应该在特定按键的特定访问中增加旋转速度。

我的初始代码如下所示:

model = glm::rotate(model, glm::radians(rotationAngle.x * glfwGetTime()), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(rotationAngle.y * glfwGetTime())), glm::vec3(0.0f, 1.0f, 0.0f));
model = glm::rotate(model, glm::radians(rotationAngle.z * glfwGetTime())), glm::vec3(0.0f, 0.0f, 1.0f)

在一般的按键上,比如 A,代码如下所示:

if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS){
    rotationAngle.x += 0.01;
}

这会增加旋转速度,但是由于glfwGetTime()不断增加,当我按住键时它会很快旋转,然后当未按下键时,它会恢复正常旋转速度。

我做错了什么?

【问题讨论】:

    标签: c++ opengl glfw glm-math


    【解决方案1】:

    您可能希望使用 delta-time(自上一帧以来的时间变化)而不是时间。我不确定 GLFW 是否有特定的功能,但你可以这样做:

    time = glfwGetTime();
    delta = time - lastTime;
    
    // do stuff with delta ...
    
    lastTime = time;
    

    【讨论】:

    • 我曾经也是这么想的。我尝试使用rotationAngle * deltaTime,它确实在按键时旋转,但在未按下时它开始出现故障。
    • 您是否在未按下键时将旋转值重置为 0?
    【解决方案2】:

    根据描述,我认为代码是这样的

    while(condition)
    {
        model = glm::rotate(model, glm::radians(rotationAngle.x * glfwGetTime()), glm::vec3(1.0f, 0.0f, 0.0f));
        model = glm::rotate(model, glm::radians(rotationAngle.y * glfwGetTime())), glm::vec3(0.0f, 1.0f, 0.0f));
        model = glm::rotate(model, glm::radians(rotationAngle.z * glfwGetTime())), glm::vec3(0.0f, 0.0f, 1.0f));
    
        if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        {
            rotationAngle.x += 0.01;
        }
    }
    

    当你按住键时,rotationAngle 每次增加 0.01,并且每次循环迭代,rotate 函数每次循环旋转一个较大的量。为防止这种情况发生,if 语句应仅在从“未按下”变为“按下”时激活。我们可以用一个标志来做到这一点。

    while(condition)
    {
        static bool keyDown = false;
    
        model = glm::rotate(model, glm::radians(rotationAngle.x * glfwGetTime()), glm::vec3(1.0f, 0.0f, 0.0f));
        model = glm::rotate(model, glm::radians(rotationAngle.y * glfwGetTime())), glm::vec3(0.0f, 1.0f, 0.0f));
        model = glm::rotate(model, glm::radians(rotationAngle.z * glfwGetTime())), glm::vec3(0.0f, 0.0f, 1.0f));
    
        if(glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
        {
            // We don't combine !keyDown in the outer if statement because
            // we don't want the else statement to be activated whenever either 
            // statement is false.
    
            // If key was not previously pressed, then activate. Otherwise, 
            // key is already down and we ignore this.
            if(!keyDown)
            {
                rotationAngle.x += 0.01;
                keyDown = true;
            }
        }
        // Once you let go of the key, this part activates and resets the flag 
        // as well as the rotation angle.
        else
        {
            rotationAngle.x = 0.0;
            keydown = false;
        }
    }
    

    它应该或多或少像这样。我不知道 glfwGetKey 的细节,所以您可能需要更多条件来检查密钥的状态。

    【讨论】:

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