我正在尝试实现一个轨迹球界面,似乎在旋转 90 度后模型停止在该特定方向上旋转,我怀疑将屏幕上的点击映射到轨迹球有问题,但这可能是错误的数学和/或错误的转换累积,任何帮助将不胜感激,这是问题的相关代码,当对向量进行操作时,^ 运算符表示叉积,* 运算符表示内积
void mouseButton(int button,int state,int x,int y){
if(state==GLUT_DOWN){
GLdouble xx,yy,zz;
GLdouble modelMatrix[16];
glGetDoublev(GL_MODELVIEW_MATRIX,modelMatrix);
GLdouble projMatrix[16];
glGetDoublev(GL_PROJECTION_MATRIX,projMatrix);
int viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
gluUnProject(x,height-y-1,0.755
,modelMatrix,projMatrix,viewport,&xx,&yy,&zz);
arcBall_begin(xx,yy);
}
}
void mouseMotion(int x,int y){
GLdouble xx,yy,zz;
GLdouble modelMatrix[16];
glGetDoublev(GL_MODELVIEW_MATRIX,modelMatrix);
GLdouble projMatrix[16];
glGetDoublev(GL_PROJECTION_MATRIX,projMatrix);
int viewport[4];
glGetIntegerv(GL_VIEWPORT,viewport);
gluUnProject(x,height-y-1,0.755
,modelMatrix,projMatrix,viewport,&xx,&yy,&zz);
arcBall_drag(xx,yy);
}
void arcBall_begin(GLdouble x,GLdouble y){
if(sqrt((x*x)+(y*y))>radius)
begin = vec(x,y,0);
else
begin = vec(x,y,sqrt((radius*radius)-(x*x)-(y*y)));
begin = begin.unit();
glGetDoublev(GL_MODELVIEW_MATRIX,mm);
}
void arcBall_drag(GLdouble x,GLdouble y){
if(sqrt((x*x)+(y*y))>radius)
end = vec(x,y,0);
else
end = vec(x,y,sqrt((radius*radius)-(x*x)-(y*y)));
end = end.unit();
rotationAxis = begin^end;
rotationAxis = rotationAxis.unit();
angle = -2*acos(begin*end);
angle = angle * (float(180)/float(PI));
}
float arcBall_rotate(){
if(angle!=0.0){
glLoadMatrixd(mm);
glRotatef(angle,rotationAxis.x,rotationAxis.y,rotationAxis.z);
angle = 0.0;
}
return angle;
}