鼠标移动

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Revision as of 11:33, 1 October 2021 by Pjx1314 (talk | contribs) (Created page with "== 特殊的值 ==")
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鼠标移动表示光标在屏幕上的瞬时位移(以像素为单位): ()。

在《我的世界》中,鼠标移动代表视角的即时旋转(以角度表示): ()。



灵敏度

灵敏度(s)是一个参数,用于改变视角的旋转速度。

可以在“控制”菜单中更改此设置。

  • 默认灵敏度为"100%" ()
  • 原版中最低的灵敏度是"0%" ()
  • 原版中最高的灵敏度是"200%" ()


在1.8中, 计算如下:

以同样的方式获得,如果打开了“鼠标反转”,则乘以-1。


在默认灵敏度下(),鼠标移动一个像素转换为0.15°旋转。

这意味着视角以0.15°的增量移动:如果要转45°,则需要移动鼠标300px。


此外,s理论上并不受 [0,1] 的限制,它可以取任何值(甚至是负值)

您可以在 options.txt ( .minecraft 文件夹中)中手动编辑 mouseSensitivity 的值

请注意,服务器上可能允许也可能不允许修改 options.txt 文件。



特殊的值

由于可以将灵敏度设置为我们想要的任何值,因此调整灵敏度以匹配特定的旋转增量可能会很有趣。

为了得到所需增量的灵敏度 ,我们可以使用逆公式:


此表列出了一些特殊的旋转增量,以及 s 的相应值。

s
-0.3333333
0.1° 0.3946504
0.15° 0.5
0.25° 0.6546926
0.5° 0.9115013
1.2350600
45° 5.2452746
180° 8.5221547


Yaw and Pitch

Yaw (horizontal rotation) and pitch (vertical rotation) are floats that keep track of an entity's head rotation.

Facing is the restriction of the yaw to [-180, 180], as it is represented in F3. Pitch is naturally clamped between [-90, 90].

Mouse movement directly modifies the player's yaw and pitch:
/* In EntityRenderer.java */
public void updateMouseMovement(...)
{
    ... //previous code ignored
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
float f = this.mc.gameSettings.mouseSensitivity * 0.6F + 0.2F;
    float mult = f * f * f * 8.0F;
    float dX = (float)this.mc.mouseHelper.deltaX * mult;
    float dY = (float)this.mc.mouseHelper.deltaY * mult;
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
int i = 1;
    if (this.mc.gameSettings.invertMouse)
        i = -1;
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
... //Applies filters if smooth camera
</div>

    <div lang="en" dir="ltr" class="mw-content-ltr">
this.mc.thePlayer.rotateEntity(dX, dY*i);
}
</div>


<div lang="en" dir="ltr" class="mw-content-ltr">
/* In Entity.java */
public void rotateEntity(float dX, float dY)
{
    this.rotationYaw = this.rotationYaw + dX*0.15);
    this.rotationPitch = this.rotationPitch - dY*0.15;
    this.rotationPitch = MathHelper.clamp(this.rotationPitch, -90.0, 90.0);
}


While the pitch is clamped between -90° and 90°, yaw is not restricted between -180° and 180° as would be expected.

This means that yaw is unbounded, which has some unintended consequences if you deliberately turn in one direction for long enough.


By nature of being a float, its precision becomes worse the bigger it gets, to the point where it becomes noticeably jittery at large values.

  • When () it can only increase in increments of 0.5°.
  • When () it can only increase in increments of 1°.


This is because the yaw gets too large to be converted to a proper angle (see Angles).

This phenomenon happens when .


Turning even further can crash the game, when