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!!