//跟踪弹的实现(DX C++)
void CBullet::followMove(float dt)
{//把子弹的欧拉角限制在0-2PI之间
if (m_vRotate.z > D3DX_PI * 2)
m_vRotate.z -= D3DX_PI * 2;
if (m_vRotate.z < 0)
m_vRotate.z += D3DX_PI * 2;
//求出目标角度
float targetAngle = atan(-(m_vPos.x-mTargetPos.x) / (m_vPos.y-mTargetPos.y));
if (m_vPos.y - mTargetPos.y < 0)
targetAngle += D3DX_PI;
//将目标角度限制在0-2pi
if (targetAngle < 0) targetAngle += D3DX_PI * 2;
//计算向小角度的方向转
float f = fabs(targetAngle - m_vRotate.z);
if (f < D3DX_PI) {
if (targetAngle > m_vRotate.z)
m_vRotate.z += mAngleSpeed*dt;
else
m_vRotate.z -= mAngleSpeed*dt;
}
else {
if (targetAngle > m_vRotate.z)
m_vRotate.z -= mAngleSpeed*dt;
else
m_vRotate.z += mAngleSpeed*dt;
}
D3DXVECTOR3 v = { 0, -1, 0 };//正方向
D3DXMATRIX rotateX;//欧拉角旋转
D3DXMatrixRotationX(&rotateX, m_vRotate.x);
D3DXMATRIX rotateY;
D3DXMatrixRotationY(&rotateY, m_vRotate.y);
D3DXMATRIX rotateZ;
D3DXMatrixRotationZ(&rotateZ, m_vRotate.z);
D3DXMATRIX mat = rotateY*rotateX*rotateZ;
D3DXVec3TransformCoord(&v, &v, &mat);
D3DXVec3Normalize(&v, &v);
m_vPos += v*mMoveSpeed*dt;
}