我是一个通过glm库使用现代OpenGL的初学者,我试图创建带有相机移动的键盘移动(WSAD表示向前、向后、向右)和Q& E(顺时针和逆时针)。
当我尝试在Y轴上做一个完整的旋转时,它似乎做了半个旋转,然后跳回到起点(假设是一个180度的圆弧)。虽然旋转有问题,但前进方向也有问题,它会改变,而不是直线向前移动,当我们改变旋转时,向前移动被向左或向右偏移。
glm::vec3 eyepos = glm::vec3(-0.6f, -0.4f, 31.1f);
glm::vec3 frontvector = glm::vec3(0.0f, 0.0f, -1.0f);//looking pointing vector
glm::vec3 lookvector = glm::vec3(0.0f, 0.0f, -1.0f);
glm::vec3 flatupvec = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3 upvec = glm::vec3(0.0f, 1.0f, 0.0f);
glm::mat4 viewmatrix;
glm::mat4 projectionmatrix;//camera lens, projection matrix, need an aspect ratio function here /3D FOV
GLfloat movespeed = 0.1f;
GLfloat turnspeed = 1.0f;
//********************MOVEMENT_TRANSFORMS***********************************
if (kb.w == true) { eyepos += frontvector * movespeed; } //move up
if (kb.s == true) { eyepos -= frontvector * movespeed; } //move down
if (kb.q == true) { glm::quat q = glm::angleAxis(glm::radians(turnspeed),
glm::vec3(0, 1, 0)); frontvector = (frontvector * q); }//turn left (yaw)
if (kb.e == true) { glm::quat q = glm::angleAxis(glm::radians(-turnspeed),
glm::vec3(0, 1, 0)); frontvector = (frontvector * q); }//turn right (yaw)
if (kb.a == true) { eyepos -= glm::normalize(glm::cross(frontvector, flatupvec)) * movespeed; } //strafe left
if (kb.d == true) { eyepos += glm::normalize(glm::cross(frontvector, flatupvec)) * movespeed; } //strafe right
if (kb.r == true) { eyepos += flatupvec * movespeed; } //move up
if (kb.f == true) { eyepos -= flatupvec * movespeed; } //move down
//********************ROTATIONS_EYEPOINT************************************
if (kb.t == true) { glm::quat q = glm::angleAxis(turnspeed, glm::vec3(1, 0, 0)); lookvector = q * lookvector; } //pitch up
if (kb.g == true) { glm::quat q = glm::angleAxis(-turnspeed, glm::vec3(1, 0, 0)); lookvector = q * lookvector; }//pitch down
if (kb.z == true) { glm::quat q = glm::angleAxis(-turnspeed, glm::vec3(0, 0, 1)); upvec = q * upvec; } //roll left
if (kb.x == true) { glm::quat q = glm::angleAxis(turnspeed, glm::vec3(0, 0, 1)); upvec = q * upvec; } //roll right
if (kb.c == true) { glm::quat q = glm::angleAxis(turnspeed, glm::vec3(0, 1, 0)); lookvector = q * lookvector; } //yaw left
if (kb.v == true) { glm::quat q = glm::angleAxis(-turnspeed, glm::vec3(0, 1, 0)); lookvector = q * lookvector; }//yaw right
viewmatrix = glm::lookAt( eyepos, eyepos + frontvector + lookvector, upvec);
projectionmatrix = glm::perspective(45.0f, 1.8f, 0.0001f, 500.0f);发布于 2019-04-12 02:26:06
问题出在你的外貌矢量上。你的函数的工作原理是说你在(10,0,10),你正在看((10,0,10)+(0,0,-1)+(0,0,-1)),它等于(10,0,8)或一直向前。所以假设你看起来向右((10,0,10)+(0.9,0,-0.1)+(0,0,-1)),等于(10.9,0,8.9),那么一切都大致还不错。但是假设你把它几乎变成max ( (10,0,10) +(0.1,0,0.9)+(0,0,-1)),它等于(10.1,0,9.9),比较(10.1,0,9.9)和(10,0,8)到(10,0,10)仍然是相同的向量(这可以解释180度圆弧),(10,0,10)眼点和(10,0,10)看起来是模棱两可的,因此你的问题是"viewmatrix = glm:: lookat (眼点,眼点+正面向量+查找向量,upvec);“调用并同时包含frontvector和lookvector,并且程序本身就是这样,您可能希望删除该调用的frontvector部分,但这是一段不错的代码;)
https://stackoverflow.com/questions/55634892
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