C++ 如何保持炮塔与油箱在同一轴上旋转?(2D坦克指挥官游戏)

C++ How can I keep the turret rotating on the same axis as the tank? (2D tank commander game)

本文关键字:2D 旋转 游戏 指挥官 炮塔 何保持 C++      更新时间:2023-10-16

所以这是我遇到问题的程序部分的代码。我的目标是让炮塔旋转,但我需要它在坦克的轴上旋转它,这样它的运动看起来有点自然。我不知道该怎么做,我尝试过的一切都不起作用,所以我只需要知道从这里开始。并且给出了 computeGradient 函数,所以我必须使用它来弄清楚如何更改炮塔的 x 和 y 位置。任何帮助将不胜感激。

#include <fstream>
#include <iostream>
#include <string>
#include "engine.h"
#include "constants.h"
using namespace std;
void initTankState(float& tankX, float& tankY, float& turretX, float& turretY, int& tankAngle, int& turretAngle){
    tankX = SCREEN_WIDTH/2;
    tankY = SCREEN_HEIGHT*.75;
    turretX = tankX;
    turretY = tankY;
    tankAngle = 0;
    turretAngle = 0;
}

void loadInfantryData(string path, int& numInfantry, float*& infantryPosX, float*& infantryPosY, int*& infantryAngle){
    fstream fin;
    fin.open(path, ios::in);
    fin>>numInfantry;
    for (int i = 0; i<numInfantry; i++)
    {
        fin>>infantryPosX[i]>>infantryPosY[i]>>infantryAngle[i];
    }
}
void changeGameState(string command, float& tankX, float& tankY, float& turretX, float& turretY, int & tankAngle, int & turretAngle, int numInfantry, float* infantryPosX, float* infantryPosY, int* infantryAngle){
    float x;
    float y;
    computeGradient(x, y, tankAngle);
    /*if (command == "up")
        moveForward(tankX, tankY, tankAngle);
    else if (command =="down")
        moveBackward(tankX, tankY, tankAngle);
    else*/ if (command == "left")
        turnLeft(tankX, tankY, tankAngle);
    else if (command == "right")
        turnRight(tankX, tankY, tankAngle);
    else if (command == "pleft")
    {
        panLeft(turretAngle);
        turretX = x;
        turretY = y;
    }
    else if (command == "pright")
    {
        panRight(turretAngle);
        turretX = x;
        turretY = y;
    }
}
void updateTurret(float, float, float&, float&, int, int)
{
}
void panLeft(int &turretAngle) //here
{
    turretAngle++;
    if (turretAngle <0)
        turretAngle = TANK_NUM_SPRITES-1;
    if (turretAngle >TANK_NUM_SPRITES-1)
        turretAngle = 0;

}
void panRight(int &turretAngle) //and here are where I've run into a block
{
    turretAngle--;
    if (turretAngle >TANK_NUM_SPRITES-1)
        turretAngle = 0;
    if (turretAngle <0)
        turretAngle = TANK_NUM_SPRITES-1;
}
void moveForward(float &, float &, int &, float)
{
}
void moveBackward(float &, float &, int &, float)
{
}
void turnLeft(float &tankX, float &tankY, int &tankAngle)
{
    tankAngle++;
    if (tankAngle <0)
        tankAngle = TANK_NUM_SPRITES-1;
    if (tankAngle >TANK_NUM_SPRITES-1)
        tankAngle = 0;
}
void turnRight(float &tankX, float &tankY, int &tankAngle)
{
    tankAngle--;
    if (tankAngle <0)
        tankAngle = TANK_NUM_SPRITES-1;
    if (tankAngle >TANK_NUM_SPRITES-1)
        tankAngle = 0;
}
void noAction(float &, float &, int &)
{
}
//Trigonometric Calculation
void computeGradient(float & dx, float & dy, int tankAngle){
    int tmpAngle = ( (TANK_NUM_SPRITES-tankAngle))%TANK_NUM_SPRITES;
    float radianAngle=(2*PI)*(float(tmpAngle)/TANK_NUM_SPRITES)-(PI/2.0);
    dx = cos(radianAngle);
    dy = sin(radianAngle);
}

我不建议使用/信任您不理解的函数,除非您绝对必须这样做。我建议学习 computeGradients 背后的数学知识,这在网上很容易找到。我的线性代数有点生疏,所以我对三角没有太多帮助。我认为它归结为跟踪坦克的位置、方向和右向量,以及水平和垂直角度。数学原理与此处描述的类似。

根据我所记得的,您必须将坦克转换为世界空间的原点,应用线性变换矩阵(在本例中为旋转),然后将其转换回其位置(我不知道 computeGradients 是否隐式地这样做)。这是基于我对OpenGL中的模型矩阵如何工作的有限了解。

无论如何,我希望我所说的任何内容都有帮助。