OpenGL ES教程十二 联系客服

发布时间 : 星期一 文章OpenGL ES教程十二更新完毕开始阅读d4baf1305a8102d276a22fda

我没有计算y的相对值,因为是没有意义的。

现在我们用一个switch来判断当前状态并进行处理

switch (currentMovement) { case MTWalkForward:

eye[0] += vector[0] * WALK_SPEED; eye[2] += vector[2] * WALK_SPEED; center[0] += vector[0] * WALK_SPEED; center[2] += vector[2] * WALK_SPEED; break;

case MTWAlkBackward:

eye[0] -= vector[0] * WALK_SPEED; eye[2] -= vector[2] * WALK_SPEED; center[0] -= vector[0] * WALK_SPEED; center[2] -= vector[2] * WALK_SPEED; break;

case MTTurnLeft:

center[0] = eye[0] + cos(-TURN_SPEED)*vector[0] - sin(-TURN_SPEED)*vector[2];

center[2] = eye[2] + sin(-TURN_SPEED)*vector[0] + cos(-TURN_SPEED)*vector[2];

break;

case MTTurnRight:

center[0] = eye[0] + cos(TURN_SPEED)*vector[0] - sin(TURN_SPEED)*vector[2];

center[2] = eye[2] + sin(TURN_SPEED)*vector[0] + cos(TURN_SPEED)*vector[2]; break; } }

这里实现的算法就是我刚才说的。

使这一切关联起来

回到 drawView 函数,并在 gluLookAt()函数下面添加这行:

[self handleTouches];

And that’s it, we’re done!

Hit “Build and Go” now! Right now!!