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我定义了3个节点,一个父节点,两个子节点,一个字节点是手臂模型,一个是摄像机SceneNode *pHeadNode,*pHandNode,*pCameraNode;然后通过绑定pHeadNode = mSceneMgr->getRootSceneNode()->createChildSceneNode(); pHandNode = pHeadNode->createChildSceneNode("Hand"); Entity *hand_ent = mSceneMgr->createEntity("Hand","hand.mesh"); pHandNode->attachObject(hand_ent); pHandNode->translate(Vector3(0,200,-100)); pHandNode->setScale(100,100,100); pHandNode->yaw(Degree(-90)); pHandNode->roll(Degree(-75)); pCameraNode = pHeadNode->createChildSceneNode("Camera"); pCameraNode->attachObject(mCamera); pCameraNode->translate(0,250,50); mCamera->lookAt(0,200,-100); 最后在监听器里移动和旋转父节点,可是出来的效果很怪bool frameStarted(const FrameEvent& evt) { mMouse->capture(); mKeyboard->capture(); if(mKeyboard->isKeyDown(OIS::KC_ESCAPE)) { return FALSE; } //Escape键被按下时程序退出 if(mKeyboard->isKeyDown(OIS::KC_ESCAPE)) return false; //左击鼠标 bool currMouse = mMouse->getMouseState().buttonDown(OIS::MB_Left); if(currMouse) { //处理抓握动画 } //事件之间的休息时间 mToggle -= evt.timeSinceLastFrame; //按下方向键或W,A,S,D键时,进行pHeadNode顶层节点平移 Vector3 transVector = Vector3::ZERO; if(mKeyboard->isKeyDown(OIS::KC_I)) transVector.z -= mMove; if(mKeyboard->isKeyDown(OIS::KC_K)) transVector.z += mMove; if(mKeyboard->isKeyDown(OIS::KC_J)) transVector.x -= mMove; if(mKeyboard->isKeyDown(OIS::KC_L)) transVector.x += mMove; //pHeadNode旋转 pHeadNode->translate(transVector*evt.timeSinceLastFrame,Node::TS_LOCAL); pHeadNode->yaw(Degree(-mRotate*mMouse->getMouseState().X.rel),Node::TS_WORLD); pHeadNode->pitch(Degree(-mRotate*mMouse->getMouseState().Y.rel),Node::TS_LOCAL); return TRUE; } 手臂移动的很慢,摄像机却是正常的