所以,我在XNA做第三人称游戏。我已经创建了一个相机,可以在限制范围内俯仰,应该能够偏航整个360度。
课程如下:

using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;


namespace Assignment_3_Redesign
{
    /// <summary>
    /// This is a game component that implements IUpdateable.
    /// </summary>
    public class Camera : Microsoft.Xna.Framework.GameComponent
    {
        //Constrain where our camera can wander in the X and Z plane
        public Rectangle XZBoundingBox;

        //Angular bounds for camera.
        float minPitchIncr = -12;
        float maxPitchIncr = 38;
        float currentPitchIncr = 12;
        float currentYawAngle = 0;

        //Matrices to pass to effects.
        public Matrix view { get; protected set; }
        public Matrix projection { get; protected set; }

        //Important directional vars.
        public Vector3 pos;
        public Vector3 look;
        private Vector3 up;

        //Mouse Input
        //X -- yaw; Y-- pitch
        private MouseState prevMouseState;
        private MouseState tempMS;
        private KeyboardState keyboardState;

        //Speed to move camera at for translates.
        float Speed = 3;

        public Camera(Game game, Vector3 pos, Vector3 target, Vector3 up, Rectangle bounding)
            : base(game)
        {
            this.pos = pos;
            this.look = (target - pos);
            this.look.Normalize();
            this.up = up;
            this.view = Matrix.CreateLookAt(pos, target, up);

            XZBoundingBox = bounding;

            this.projection = Matrix.CreatePerspectiveFieldOfView
                (MathHelper.PiOver4,
                (float)Game.Window.ClientBounds.Width /
                (float)Game.Window.ClientBounds.Height,
                1, 500);
        }

        private void CreateLookAt()
        { view = Matrix.CreateLookAt(pos, pos + look, up); }

        //Returns current camera direction as vector.
        public Vector3 GetCameraDirection
        { get { return look; } }

        ///
        public override void Initialize()
        {
            // TODO: Add your initialization code here
            Mouse.SetPosition(Game.Window.ClientBounds.Width / 2,
                Game.Window.ClientBounds.Height / 2);
            prevMouseState = Mouse.GetState();

            base.Initialize();
        }

        /// <summary>
        /// Allows the game component to update itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        public override void Update(GameTime gameTime)
        {
            Vector3 tempPos= new Vector3(0.0f,0.0f,0.0f);

            //Get keyboard commands
            keyboardState = Keyboard.GetState();

            /*
            //Select object
            if (keyboard.IsKeyDown(Keys.D1))
                objSelected = 0;
            if (keyboard.IsKeyDown(Keys.D2))
                objSelected = 1;*/
            //Translation
            if (keyboardState.IsKeyDown(Keys.A)) //strafe +X (rel)
            {
                tempPos -= Vector3.Cross(up, look) * Speed;
                tempPos.Y = 0.0f;
                if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
                    (int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
                    pos -= Vector3.Normalize(tempPos) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.D)) //strafe -X (rel)
            {
                tempPos -= Vector3.Cross(up, look) * Speed;
                tempPos.Y = 0.0f;
                if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
                    (int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
                    pos += Vector3.Normalize(tempPos) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.W)) //+Z (rel)
            {
                tempPos += look * Speed;
                tempPos.Y = 0.0f;
                if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
                    (int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
                    pos += Vector3.Normalize(tempPos) * Speed;
            }
            if (keyboardState.IsKeyDown(Keys.S)) //-Z (rel)
            {
                tempPos -= look;
                tempPos.Y = 0.0f;
                if (XZBoundingBox.Contains((int)(pos - Vector3.Normalize(tempPos) * Speed).X,
                    (int)(pos - Vector3.Normalize(tempPos) * Speed).Z))
                    pos -= Vector3.Normalize(tempPos) * Speed;
            }

            //Get mouse commands to control camera direction;
            //Yaw rot.
            tempMS = Mouse.GetState();
            if (tempMS != prevMouseState)
            {
                currentYawAngle += (tempMS.X - prevMouseState.X) * (-MathHelper.PiOver4 / 150);
                currentYawAngle = MathHelper.WrapAngle(currentYawAngle);

                if (currentPitchIncr + (tempMS.Y - prevMouseState.Y) < maxPitchIncr &&
                    currentPitchIncr + (tempMS.Y - prevMouseState.Y) > minPitchIncr)
                    currentPitchIncr += tempMS.Y - prevMouseState.Y;
                if (currentPitchIncr > maxPitchIncr) currentPitchIncr = maxPitchIncr;
                else if (currentPitchIncr < minPitchIncr) currentPitchIncr = minPitchIncr;

                look = Vector3.Transform(Vector3.Forward,
                    Matrix.CreateFromYawPitchRoll(currentYawAngle,
                    currentPitchIncr * (-MathHelper.PiOver4 / 150), 0.0f));
            }
            //reset prevMouseState
            prevMouseState = Mouse.GetState();

            base.Update(gameTime);

            CreateLookAt();
        }

    }
}

这就是我想要的…几乎。问题是当我旋转的时候,它不会在偏航中超过π/-pi。换句话说,你不能做一个完整的360度旋转。
我是不是在某些条件下犯了错误?(我毫不怀疑……我盯着它看太久了,玩弄它,打碎东西。)
下面是一个声明示例:
   camera = new Camera(this, new Vector3(0, 20, 40), Vector3.Zero, Vector3.Up,
                   new Rectangle(-800,-800,1600,1600));

对整个摄影课有什么看法吗?
谢谢你的帮助!
编辑1
从技术上讲,这是一个类项目。为了清楚起见,我想提一下。任务是开放式的,我想投入更多的时间,因为我想做一个坚实的框架,使WinPhone游戏…

最佳答案

你总是可以“重置”鼠标光标回到屏幕中间。这样你可以有无限的运动
使用此技术时,请确保隐藏原始鼠标点,因为它看起来很糟糕。如果你仍然需要一个鼠标点来显示,只需在你跟踪自己的鼠标坐标上点击你自己的鼠标点。

10-08 20:14