我正在尝试写一个公式来足够平移相机,使对象的中心点仅在屏幕边缘可见。因此,换句话说,如果物体不在视线的右边,我会改变相机的x和y位置,这样物体就在屏幕的右边(不改变相机角度或z坐标)。有没有人能给我一些提示怎么做?
发布于 2014-11-13 00:21:16
我想出了一个符合我的目的的解决方案,但我唯一能做到的方法是修改摄像头的高度(这并不完全是我想要的):
// note: pos is the center of the object that is to appear at edge of screen
// m_position is the 3d position of the camera
// m_plane[] is array of left, right, etc. planes of camera fustrum
void Camera::PanTo(const Vector3D& pos)
{
int n;
Vector3D vectorNearest;
for (n = 0; n < NUM_PLANES; n++)
{
if (m_plane[n].GetDistance(pos) < 0)
{
m_plane[n].Normalize();
vectorNearest += m_plane[n].GetVectorNearest(pos);
}
}
m_posDesire.m[IX_X] = m_position.m[IX_X] + vectorNearest.m[IX_X];
m_posDesire.m[IX_Y] = m_position.m[IX_Y] + vectorNearest.m[IX_Y];
m_posDesire.m[IX_Z] = m_position.m[IX_Z] + vectorNearest.m[IX_Z];
}
// This is the definition of the Plane class:
class Plane
{
public:
void Normalize()
{
float lenInv = 1.0f/sqrtf(m_a*m_a + m_b*m_b + m_c*m_c);
m_a *= lenInv;
m_b *= lenInv;
m_c *= lenInv;
m_d *= lenInv;
}
float GetDistance(const Vector3D& pos) const
{
return m_a*pos.m[IX_X] + m_b*pos.m[IX_Y] +
m_c*pos.m[IX_Z] + m_d;
}
Vector3D GetVectorNearest(const Vector3D& pos) const
{
Vector3D normal(m_a, m_b, m_c);
float posDotNormal = pos.dotProduct(normal);
Vector3D nearest = normal*(m_d+posDotNormal);
return nearest;
}
float m_a, m_b, m_c, m_d;
};https://stackoverflow.com/questions/26742841
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