修改OpenGl渲染底层之前
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@@ -1,15 +1,12 @@
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#include "ActiveObject.h"
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void ActiveObject::SetPosition(VecFPos3 pos)
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void ActiveObject::SetPosition(VecPos3 pos)
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{
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BaseObject::SetPosition(pos);
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BaseObject::SetRenderZOrder(this->Position.y);
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}
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void ActiveObject::SetYpos(float y)
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void ActiveObject::SetYpos(int y)
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{
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BaseObject::SetYpos(y);
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BaseObject::SetRenderZOrder(this->Position.y);
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}
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void ActiveObject::SetSpeed(VecSpeed3 speed)
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@@ -24,27 +21,49 @@ VecSpeed3 ActiveObject::GetSpeed()
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void ActiveObject::Update(float deltaTime)
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{
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// X Y 轴方向的加速度计算
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if (Speed.x != 0 || Speed.y != 0)
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int IntegerDelta = static_cast<int>(deltaTime * 1000);
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const int Gravity = 1020;
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// X轴移动(含余数补偿)
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if (Speed.x != 0)
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{
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MoveBy(Speed.x * deltaTime, Speed.y * deltaTime, 0);
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int totalX = Speed.x * IntegerDelta + Remainder.x; // 加上上次余数
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int moveX = totalX / 1000; // 整数部分为实际移动
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Remainder.x = totalX % 1000; // 保留余数(-999~999)
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MoveBy(moveX, 0, 0);
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}
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// Z轴只在Z轴大于0时 或者 Z轴速度向上时才会有重力
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// Y轴移动(同上)
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if (Speed.y != 0)
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{
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int totalY = Speed.y * IntegerDelta + Remainder.y;
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int moveY = totalY / 1000;
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Remainder.y = totalY % 1000;
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MoveBy(0, moveY, 0);
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}
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// Z轴重力与移动(含余数补偿)
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if (Position.z > 0 || Speed.z > 0)
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{
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// TODO 还没有写角色属性 要读了角色属性以后才是正确的
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float Gravity = 68000.0 / 1000.0 * 15.0;
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Speed.z -= Gravity * deltaTime;
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MoveBy(0, 0, Speed.z * deltaTime);
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// 重力对速度的影响(先更新Speed.z,含余数)
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int speedZTotal = -Gravity * IntegerDelta + Remainder.z; // 注意负号(减速)
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Speed.z += speedZTotal / 1000; // 速度的整数部分
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Remainder.z = speedZTotal % 1000; // 速度的余数
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// 基于更新后的Speed.z计算移动量(同样含余数)
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int moveZTotal = Speed.z * IntegerDelta + _zRemainderMove; // 新增_zRemainderMove记录移动余数
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int moveZ = moveZTotal / 1000;
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_zRemainderMove = moveZTotal % 1000;
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MoveBy(0, 0, moveZ);
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}
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// Z轴小于0时要修正
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else if (Position.z < 0)
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{
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Position.z = 0;
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Speed.z = 0;
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Remainder.z = 0; // 重置余数
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_zRemainderMove = 0;
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SetPosition(Position);
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SDL_LogError(0, "修正Z轴");
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}
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// 执行父类的更新
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BaseObject::Update(deltaTime);
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}
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