我遇到了类似的情况,简短的回答是您的lookMat 可能需要反转/转置,因为它是相机旋转(至少在我的情况下),而不是世界旋转。旋转世界将与相机旋转相反。
我有一个 m_current_quat,它是一个存储当前相机旋转的四元数。我通过打印由 glm::lookAt 生成的矩阵来调试问题,并与通过应用 m_current_quat 和 m_camera_position 的平移得到的矩阵进行比较。这是我测试的相关代码。
void PrintMatrix(const GLfloat m[16], const string &str)
{
printf("%s:\n", str.c_str());
for (int i=0; i<4; i++)
{
printf("[");
//for (int j=i*4+0; j<i*4+4; j++) // row major, 0, 1, 2, 3
for (int j=i+0; j<16; j+=4) // OpenGL is column major by default, 0, 4, 8, 12
{
//printf("%d, ", j); // print matrix index
printf("%.2f, ", m[j]);
}
printf("]\n");
}
printf("\n");
}
void CameraQuaternion::SetLookAt(glm::vec3 look_at)
{
m_camera_look_at = look_at;
// update the initial camera direction and up
//m_initial_camera_direction = glm::normalize(m_camera_look_at - m_camera_position);
//glm::vec3 initial_right_vector = glm::cross(m_initial_camera_direction, glm::vec3(0, 1, 0));
//m_initial_camera_up = glm::cross(initial_right_vector, m_initial_camera_direction);
m_camera_direction = glm::normalize(m_camera_look_at - m_camera_position);
glm::vec3 right_vector = glm::cross(m_camera_direction, glm::vec3(0, 1, 0));
m_camera_up = glm::cross(right_vector, m_camera_direction);
glm::mat4 lookat_matrix = glm::lookAt(m_camera_position, m_camera_look_at, m_camera_up);
// Note: m_current_quat quat stores the camera rotation with respect to the camera space
// The lookat_matrix produces a transformation for world space, where we rotate the world
// with the camera at the origin
// Our m_current_quat need to be an inverse, which is accompolished by transposing the lookat_matrix
// since the rotation matrix is orthonormal.
m_current_quat = glm::toQuat(glm::transpose(lookat_matrix));
// Testing: Make sure our model view matrix after gluLookAt, glmLookAt, and m_current_quat agrees
GLfloat current_model_view_matrix[16];
//Test 1: gluLookAt
gluLookAt(m_camera_position.x, m_camera_position.y, m_camera_position.z,
m_camera_look_at.x, m_camera_look_at.y, m_camera_look_at.z,
m_camera_up.x, m_camera_up.y, m_camera_up.z);
glGetFloatv(GL_MODELVIEW_MATRIX, current_model_view_matrix);
PrintMatrix(current_model_view_matrix, "Model view after gluLookAt");
//Test 2: glm::lookAt
lookat_matrix = glm::lookAt(m_camera_position, m_camera_look_at, m_camera_up);
PrintMatrix(glm::value_ptr(lookat_matrix), "Model view after glm::lookAt");
//Test 3: m_current_quat
glLoadIdentity();
glMultMatrixf( glm::value_ptr( glm::transpose(glm::mat4_cast(m_current_quat))) );
glTranslatef(-m_camera_position.x, -m_camera_position.y, -m_camera_position.z);
glGetFloatv(GL_MODELVIEW_MATRIX, current_model_view_matrix);
PrintMatrix(current_model_view_matrix, "Model view after quaternion transform");
return;
}
希望这可以帮助。