我尝试向OpenGL相机添加滚动,但当我使用previous Stackoverflow question添加滚动时,相机滚动,但滚动会影响偏航和俯仰方向。
请问我应该在什么时候对胶卷进行矩阵旋转?
变量和类型:
glm::vec3 m_position;
glm::vec3 m_front;
glm::vec3 m_up;
glm::vec3 m_right;
glm::vec3 m_worldUp;
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主要的相机更新功能
void Camera::UpdateCamera ()
{
glm::vec3 front;
front.x = cos (glm::radians (m_yaw)) * cos (glm::radians (m_pitch));
front.y = sin (glm::radians (m_pitch));
front.z = sin (glm::radians (m_yaw)) * cos (glm::radians (m_pitch));
m_front = glm::normalize (front);
m_right = glm::normalize (glm::cross (m_front, m_worldUp));
m_up = glm::normalize (glm::cross (m_right, m_front));
glm::mat4 roll_mat = glm::rotate(glm::mat4(1.0f), glm::radians(m_roll), m_front);
m_up = glm::mat3(roll_mat) * m_up;
}
型
查看矩阵计算:
lm::mat4 Camera::GetViewMatrix ()
{
return glm::lookAt (m_position, m_position + m_front, m_up);;
}
型
这就是偏航和俯仰计算的调用方式:
void KeyCtrl::CursorPositionChange(double xPosIn, double yPosIn)
{
float xpos = static_cast<float>(xPosIn);
float ypos = static_cast<float>(yPosIn);
if (m_firstMouse)
{
m_lastX = xpos;
m_lastY = ypos;
m_firstMouse = false;
}
float xoffset = xpos - m_lastX;
// reversed since y-coordinates go from bottom to top
float yoffset = m_lastY - ypos;
m_lastX = xpos;
m_lastY = ypos;
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
m_camera->SetYaw (xoffset);
m_camera->SetPitch (yoffset);
m_camera->UpdateCamera ();
}
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不知何故,我把滚动数学错了,但是,我知道在哪里。
解决方案Camera::UpdateCamera中应删除以下两行:
glm::mat4 roll_mat = glm::rotate(glm::mat4(1.0f), glm::radians(m_roll), m_front);
m_up = glm::mat3(roll_mat) * m_up;
型
创建模型视图时,将以下内容添加为最后一行:
model = glm::rotate (model, glm::radians (m_camera->GetRoll()), { 0.0f, 0.0f, 1.0f });
型
1条答案
按热度按时间ff29svar1#
解决方案
下面两行应该从Camera::UpdateCamera中删除:
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创建模型视图时,将以下内容添加为最后一行:
型