如何让子弹向 3Dimensional 中的一个点移动 space
How to make a bullet move towards a point in 3Dimensional space
我目前正在使用 java LWJGL 制作 3D 第一人称射击游戏。我想转动子弹并将其移向世界上的指定点。我设法让子弹在Y轴上转动,但没有在X和Z轴上转动。如何让子弹在Z和X轴上转动,然后朝那个点移动?
这是我的子弹 Class:
package entities;
import org.lwjgl.util.vector.Vector3f;
import models.TexturedModel;
import renderEngine.DisplayManager;
import toolbox.MousePicker;
public class Bullet extends Entity{
private static Vector3f currentRay = new Vector3f();
private static final float RAY_RANGE = 600;
public static boolean reset = true;
public Bullet(TexturedModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale) {
super(model, position, rotX, rotY, rotZ, scale);
}
public void move(Bullet b){
float distance = 2 * DisplayManager.getFrameTimeSeconds();
currentRay = MousePicker.calculateMouseRay();
Vector3f endPoint = MousePicker.getPointOnRay(currentRay, 10000);
//I want my Bullet to move towards the Vector3f endPoint
float zDistance = endPoint.z - this.getPosition().z;
float xDistance = endPoint.x - this.getPosition().x;
double angleToTurn = Math.toDegrees(Math.atan2(xDistance, zDistance));
this.setRotY((float)angleToTurn);
float dx = (float) (distance * Math.sin(Math.toRadians(super.getRotY())));
float dz = (float) (distance * Math.cos(Math.toRadians(super.getRotY())));
super.increasePosition(dx, 0, dz);
}
}
你想要做的是获得使你的子弹更接近你的目标(这里是鼠标)所需的速度endPoint
。
所以首先,你得到两者之间的向量endPoint.sub(position);
然后你normalize()
它来获取方向。
你scale()
它以你想要的速度获得即时速度。
你super.increasePosition(speed.x, speed.y, speed.z);
让它朝着目标前进
我目前正在使用 java LWJGL 制作 3D 第一人称射击游戏。我想转动子弹并将其移向世界上的指定点。我设法让子弹在Y轴上转动,但没有在X和Z轴上转动。如何让子弹在Z和X轴上转动,然后朝那个点移动?
这是我的子弹 Class:
package entities;
import org.lwjgl.util.vector.Vector3f;
import models.TexturedModel;
import renderEngine.DisplayManager;
import toolbox.MousePicker;
public class Bullet extends Entity{
private static Vector3f currentRay = new Vector3f();
private static final float RAY_RANGE = 600;
public static boolean reset = true;
public Bullet(TexturedModel model, Vector3f position, float rotX, float rotY, float rotZ, float scale) {
super(model, position, rotX, rotY, rotZ, scale);
}
public void move(Bullet b){
float distance = 2 * DisplayManager.getFrameTimeSeconds();
currentRay = MousePicker.calculateMouseRay();
Vector3f endPoint = MousePicker.getPointOnRay(currentRay, 10000);
//I want my Bullet to move towards the Vector3f endPoint
float zDistance = endPoint.z - this.getPosition().z;
float xDistance = endPoint.x - this.getPosition().x;
double angleToTurn = Math.toDegrees(Math.atan2(xDistance, zDistance));
this.setRotY((float)angleToTurn);
float dx = (float) (distance * Math.sin(Math.toRadians(super.getRotY())));
float dz = (float) (distance * Math.cos(Math.toRadians(super.getRotY())));
super.increasePosition(dx, 0, dz);
}
}
你想要做的是获得使你的子弹更接近你的目标(这里是鼠标)所需的速度endPoint
。
所以首先,你得到两者之间的向量endPoint.sub(position);
然后你normalize()
它来获取方向。
你scale()
它以你想要的速度获得即时速度。
你super.increasePosition(speed.x, speed.y, speed.z);
让它朝着目标前进