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我一直在尝试模拟 gluLookAt 功能,但使用四元数。我的每个游戏对象都有一个 TranslationComponent。该组件存储对象的位置( glm::vec3)、旋转( glm::quat) 和缩放( glm::vec3)。相机在每个滴答声中计算其位置,执行以下操作:

// UP = glm::vec3(0,1,0); 
//FORWARD = glm::vec3(0,0,1);
cameraPosition = playerPosition - (UP * distanceUP) - (FORWARD * distanceAway);

这个位置代码作为expexted工作,摄像机位于玩家身后3米处,向上1米处。现在,相机的四元数设置如下:

//Looking at the player's feet  
cameraRotation = quatFromToRotation(FORWARD, playerPosition); 

渲染引擎现在获取这些值并生成 ViewMatrix(相机)和 ModelMatrix(播放器),然后渲染场景。代码如下所示:

 glm::mat4 viewTranslationMatrix = 
         glm::translate(glm::mat4(1.0f), cameraTransform->getPosition());
 glm::mat4 viewScaleMatrix = 
         glm::scale(glm::mat4(1.0f), cameraTransform->getScale());
 glm::mat4 viewRotationMatrix = 
         glm::mat4_cast(cameraTransform->getRotation());

 viewMatrix = viewTranslationMatrix * viewRotationMatrix * viewScaleMatrix;

quatFromToRotation(glm::vec3 from, glm::vec3 to)定义如下:

glm::quat quatFromToRotation(glm::vec3 from, glm::vec3 to)
{
    from = glm::normalize(from); to = glm::normalize(to);

    float cosTheta = glm::dot(from, to);
    glm::vec3 rotationAxis;

    if (cosTheta < -1 + 0.001f)
    {
        rotationAxis = glm::cross(glm::vec3(0.0f, 0.0f, 1.0f), from);
        if (glm::length2(rotationAxis) < 0.01f)
            rotationAxis = glm::cross(glm::vec3(1.0f, 0.0f, 0.0f), from);

        rotationAxis = glm::normalize(rotationAxis);
        return glm::angleAxis(180.0f, rotationAxis);
    }

    rotationAxis = glm::cross(from, to);

    float s = sqrt((1.0f + cosTheta) * 2.0f);
    float invis = 1.0f / s;

    return glm::quat(
            s * 0.5f,
            rotationAxis.x * invis,
            rotationAxis.y * invis,
            rotationAxis.z * invis
        );
}

我遇到的问题是 cameraRotation 设置不正确。无论玩家在哪里,相机的前方总是(0,0,-1)

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1 回答 1

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你的问题是在线

//Looking at the player's feet  
cameraRotation = quatToFromRotation(FORWARD, playerPosition);

您需要从相机位置看玩家的脚——而不是从“玩家上方一米”(假设您最初执行此操作时玩家位于 (0,0,0))。替换FORWARDcameraPosition

cameraRotation = quatToFromRotation(cameraPosition, playerPosition);

编辑我相信你的quatToFromRotation功能也有错误。有关四元数旋转的非常好的解释(和一些伪代码),请参见https://stackoverflow.com/a/11741520/1967396

于 2014-01-17T04:03:24.170 回答