使用 minko 3.0 版,我正在创建一个相机作为示例:
auto camera = scene::Node::create("camera")
->addComponent(Renderer::create(0x000000ff))
->addComponent(Transform::create(
//test
Matrix4x4::create()->lookAt(Vector3::zero(), Vector3::create(0.f, 0.f, 3.f)) //ori
//Matrix4x4::create()->lookAt(Vector3::zero(), Vector3::create(0.f, 0.f, 30.f))
))
->addComponent(PerspectiveCamera::create(canvas->aspectRatio()));
然后使用类似的方法加载我的 obj :
RotateMyobj(const char *objName,float rotX, rotY, float rotZ)
{
...
auto myObjModel = sceneMan->assets()->symbol(objName);
auto clonedobj = myObjModel->clone(CloneOption::DEEP);
...
clonedobj->component<Transform>()->matrix()->prependRotationX(rotX); //test - ok
clonedobj->component<Transform>()->matrix()->prependRotationY(rotY);
clonedobj->component<Transform>()->matrix()->prependRotationZ(rotZ);
...
//include adding child to rootnode
}
从资产完成回调中调用它:
auto _ = sceneManager->assets()->loader()->complete()->connect([=](file::Loader::Ptr loader)
{
...
RotateMyobj(0,0,0);
...
}
obj 确实会加载,但它会“向左”旋转(例如,在搅拌机中加载时进行比较)。如果我使用 RotateMyobj(0,1.5,0); 调用我的方法;obj 以正确的角度透析,但我认为这不应该是必需的。
PS:用许多 obj 测试,都给出相同的结果。
PS2:评论/关闭 Matrix4x4::create()->lookAt 导致相同的结果
PS3:不应该创建位置为 30(Z 轴)的凸轮感觉就像从建筑物顶部看地面?
知道这是来自相机创建代码还是 obj 加载代码?
谢谢。
更新:
我找到了问题的根源,它是由在 enterFrame 回调中调用此方法引起的:UpdateSceneOnMouse(camera);
void UpdateSceneOnMouse( std::shared_ptr<scene::Node> &cam ){
yaw += cameraRotationYSpeed;
cameraRotationYSpeed *= 0.9f;
pitch += cameraRotationXSpeed;
cameraRotationXSpeed *= 0.9f;
if (pitch > maxPitch)
{
pitch = maxPitch;
}
else if (pitch < minPitch)
{
pitch = minPitch;
}
cam->component<Transform>()->matrix()->lookAt(
lookAt,
Vector3::create(
lookAt->x() + distance * cosf(yaw) * sinf(pitch),
lookAt->y() + distance * cosf(pitch),
lookAt->z() + distance * sinf(yaw) * sinf(pitch)
)
);}
具有以下初始化参数:
float CallbackManager::yaw = 0.f;
浮动 CallbackManager::pitch = (float)M_PI * 0.5f;
浮动 CallbackManager::minPitch = 0.f + 1e-5;
浮动 CallbackManager::maxPitch = (float)M_PI - 1e-5;
std::shared_ptr CallbackManager::lookAt = Vector3::create(0.f, .8f, 0.f);
浮动 CallbackManager::distance = 10.f;
浮动 CallbackManager::cameraRotationXSpeed = 0.f;
浮动 CallbackManager::cameraRotationYSpeed = 0.f;
如果我关闭呼叫(受克隆示例的启发),对象加载或多或少正确(仍然有点向左旋转但比以前更好)。我不是数学大师,任何人都可以建议更好的默认参数,以便在启动时不旋转对象/相机吗?
谢谢。