the*_*lkf 0 c++ opengl events camera sdl
我一直在研究一个小的 3D 引擎,试图修复相机并使其不那么生涩。我一直在使用 SDL 作为输入,当它工作时,它正在做这件事,如果我按住一个按钮,它会立即移动一次然后暂停然后开始正确移动,使移动感觉没有反应。
我录制了它的 GIF 动图,虽然可能很难看出发生了什么,但希望它能给一些想法:
向前移动然后向右移动就像:
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重要的代码在这里,但如有必要,请随时要求更多:
//Poll events
SDL_Event event;
while (m_EngineState != EngineState::EXIT)
{
m_last = m_current;
m_current = SDL_GetPerformanceCounter();
deltaTime = (double)((m_current - m_last) * 1000 / SDL_GetPerformanceFrequency());
while (SDL_PollEvent(&event))
{
switch (event.type) {
case SDL_QUIT:
m_EngineState = EngineState::EXIT;
break;
case SDL_MOUSEMOTION:
break;
case SDL_KEYDOWN:
m_Keys[event.key.keysym.sym] = true;
break;
case SDL_KEYUP:
m_Keys[event.key.keysym.sym] = false;
break;
}
ProcessEvents();
}
void Engine::ProcessEvents()
{
if (m_Keys[SDLK_w])
{
m_Camera->MoveForward(5.0f*(deltaTime*0.001));
}
if (m_Keys[SDLK_s])
{
m_Camera->MoveForward(-5.0f*(deltaTime*0.001));
}
if (m_Keys[SDLK_d])
{
m_Camera->MoveRight(5.0f*(deltaTime*0.001));
}
if (m_Keys[SDLK_a])
{
m_Camera->MoveRight(-5.0f*(deltaTime*0.001));
}
}
void Camera::MoveForward(float amount)
{
m_pos += m_forward * amount;
}
void Camera::MoveRight(float amount)
{
m_pos += glm::cross(m_forward, m_up) * amount;
}
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不要SDL_PollEvent与SDL_KEYDOWN和SDL_KEYUP事件一起使用,它受操作系统键盘重复率的影响。这非常适合打字,但不适用于相机/播放器控件。使用SDL_GetKeyboardState(NULL)来查询键的当前状态。
例如:
Uint8* keystate = SDL_GetKeyboardState(NULL);
if (keystate[SDL_SCANCODE_W])
{
m_Camera->MoveForward(5.0f*(deltaTime*0.001));
}
if (keystate[SDL_SCANCODE_S])
{
m_Camera->MoveForward(-5.0f*(deltaTime*0.001));
}
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