我对 Open GL 和 c++ 非常陌生,并且遇到了创建第一人称相机的问题。我不懂矩阵数学,所以这对我来说更加困难。到目前为止,为了计算相机的旋转,我已经这样做了:
void CameraFP::calculate_view() {
m_view = glm::rotate(m_view, this->get_rotation_x(), glm::vec3(1, 0, 0));
m_view = glm::rotate(m_view, this->get_rotation_y(), glm::vec3(0, 1, 0));
}
每次更新调用都会调用该函数。
为了通过鼠标处理相机的旋转,我做了以下事情:
void CameraFP::process_mouse(sf::Window *app) {
GLfloat mouse_x = app->GetInput().GetMouseX();
GLfloat mouse_y = app->GetInput().GetMouseY();
GLfloat mouse_x_delta = std::max(mouse_x, old_mouse_x) - std::min(mouse_x, old_mouse_x);
GLfloat mouse_y_delta = std::max(mouse_y, old_mouse_y) - std::min(mouse_y, old_mouse_y);
y_rot += mouse_x_delta / (float)app->GetWidth();
x_rot += mouse_y_delta / (float)app->GetHeight();
this->old_mouse_x = mouse_x;
this->old_mouse_y = mouse_y;
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
}
为了处理运动,我做了以下事情:
void CameraFP::process_keyboard(sf::Window *app) {
const sf::Input *input = &app->GetInput();
if (input->IsKeyDown(sf::Key::W)) {
position.z += 1.0f / 100.0f;
}
if (input->IsKeyDown(sf::Key::S)) {
position.z -= 1.0f / 100.0f;
}
if (input->IsKeyDown(sf::Key::A)) {
position.x -= 1.0f / 100.0f;
}
if (input->IsKeyDown(sf::Key::D)) {
position.x += 1.0f / 100.0f;
}
}
我的问题在于我的相机不会朝着您面对的方向移动,并且它永远不会停止旋转:/。另外,如果你能给我指一个指南或关于矩阵数学的东西,那就太棒了:)
编辑2: '
我刚刚启动了一个新的进程鼠标功能,它沿着屏幕的 x 轴移动,作为相机的正确旋转。但是,无论我向左还是向右移动鼠标都没有关系,这两个动作都会使我向右旋转。与 3d 空间中的 x 轴相同,但这发生在向下。关于造成这种情况的任何想法?
void CameraFP::process_mouse(sf::Window *app) {
GLfloat mouse_x = app->GetInput().GetMouseX();
GLfloat mouse_y = app->GetInput().GetMouseY();
GLfloat mouse_x_delta = old_mouse_x - mouse_x;
GLfloat mouse_y_delta = old_mouse_y - mouse_y;
if (mouse_x_delta > 0) {
y_rot += mouse_x_delta / (float)app->GetWidth() * 0.1f;
} else if (mouse_x_delta < 0) {
y_rot -= mouse_x_delta / (float)app->GetWidth() * 0.1f;
}
if (mouse_y_delta > 0) {
x_rot += mouse_y_delta / (float)app->GetWidth() * 0.1f;
} else if (mouse_y_delta < 0) {
x_rot -= mouse_y_delta / (float)app->GetWidth() * 0.1f;
}
if (mouse_x != old_mouse_x) {
m_view = glm::rotate(m_view, y_rot, glm::vec3(0, 1, 0));
}
if (mouse_y != old_mouse_y) {
m_view = glm::rotate(m_view, x_rot, glm::vec3(1, 0, 0));
}
this->old_mouse_x = mouse_x;
this->old_mouse_y = mouse_y;
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
}