C++ 如何用c+中的sdl和opengl修复移动相机时奇怪的相机旋转+;
我有一个摄像头对象,是我在网上阅读时拼凑起来的,可以前后移动,左右扫射,甚至可以用鼠标环视四周。但当我朝任何方向移动,并试图环顾四周时,它会跳得到处都是,但当我不移动并环顾四周时,它会很好 我希望有人能帮我弄明白为什么我可以一边走动一边四处看看 main.hC++ 如何用c+中的sdl和opengl修复移动相机时奇怪的相机旋转+;,c++,linux,opengl,sdl,C++,Linux,Opengl,Sdl,我有一个摄像头对象,是我在网上阅读时拼凑起来的,可以前后移动,左右扫射,甚至可以用鼠标环视四周。但当我朝任何方向移动,并试图环顾四周时,它会跳得到处都是,但当我不移动并环顾四周时,它会很好 我希望有人能帮我弄明白为什么我可以一边走动一边四处看看 main.h #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" #include <cmath> #define CAMERASPEED 0.03f // Th
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
#include <cmath>
#define CAMERASPEED 0.03f // The Camera Speed
struct tVector3 // Extended 3D Vector Struct
{
tVector3() {} // Struct Constructor
tVector3 (float new_x, float new_y, float new_z) // Init Constructor
{ x = new_x; y = new_y; z = new_z; }
// overload + operator
tVector3 operator+(tVector3 vVector) {return tVector3(vVector.x+x, vVector.y+y, vVector.z+z);}
// overload - operator
tVector3 operator-(tVector3 vVector) {return tVector3(x-vVector.x, y-vVector.y, z-vVector.z);}
// overload * operator
tVector3 operator*(float number) {return tVector3(x*number, y*number, z*number);}
// overload / operator
tVector3 operator/(float number) {return tVector3(x/number, y/number, z/number);}
float x, y, z; // 3D vector coordinates
};
class CCamera
{
public:
tVector3 mPos;
tVector3 mView;
tVector3 mUp;
void Strafe_Camera(float speed);
void Move_Camera(float speed);
void Rotate_View(float speed);
void Position_Camera(float pos_x, float pos_y,float pos_z,
float view_x, float view_y, float view_z,
float up_x, float up_y, float up_z);
};
void Draw_Grid();
还有情绪密码
void processEvents()
{
int mid_x = screen_width >> 1;
int mid_y = screen_height >> 1;
int mpx = event.motion.x;
int mpy = event.motion.y;
float angle_y = 0.0f;
float angle_z = 0.0f;
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_MOUSEMOTION:
if( (mpx == mid_x) && (mpy == mid_y) ) return;
// Get the direction from the mouse cursor, set a resonable maneuvering speed
angle_y = (float)( (mid_x - mpx) ) / 1000; //1000
angle_z = (float)( (mid_y - mpy) ) / 1000; //1000
// The higher the value is the faster the camera looks around.
objCamera.mView.y += angle_z * 2;
// limit the rotation around the x-axis
if((objCamera.mView.y - objCamera.mPos.y) > 8) objCamera.mView.y = objCamera.mPos.y + 8;
if((objCamera.mView.y - objCamera.mPos.y) <-8) objCamera.mView.y = objCamera.mPos.y - 8;
objCamera.Rotate_View(-angle_y);
SDL_WarpMouse(mid_x, mid_y);
break;
case SDL_KEYUP:
objKeyb.handleKeyboardEvent(event,true);
break;
case SDL_KEYDOWN:
objKeyb.handleKeyboardEvent(event,false);
break;
case SDL_QUIT:
quit = true;
break;
case SDL_VIDEORESIZE:
screen = SDL_SetVideoMode( event.resize.w, event.resize.h, screen_bpp, SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE | SDL_GL_DOUBLEBUFFER | SDL_HWPALETTE );
screen_width = event.resize.w;
screen_height = event.resize.h;
init_opengl();
std::cout << "Resized to width: " << event.resize.w << " height: " << event.resize.h << std::endl;
break;
default:
break;
}
}
}
void processEvents()
{
int mid_x=屏幕宽度>>1;
int mid_y=屏幕高度>>1;
int mpx=event.motion.x;
int-mpy=event.motion.y;
浮动角度_y=0.0f;
浮动角度_z=0.0f;
while(SDL_事件和事件))
{
开关(事件类型)
{
案例SDL_:
if((mpx==mid_x)和&(mpy==mid_y))返回;
//从鼠标光标获取方向,设置合理的操纵速度
角度y=(浮动)((中间x-mpx))/1000;//1000
角度z=(浮动)((中间y-mpy))/1000;//1000
//该值越高,摄影机环视四周的速度越快。
objCamera.mView.y+=角度_z*2;
//限制绕x轴旋转
如果((objCamera.mView.y-objCamera.mPos.y)>8)objCamera.mView.y=objCamera.mPos.y+8;
如果((objCamera.mView.y-objCamera.mPos.y)我不完全确定您在上面做什么
就我个人而言,我只允许使用一个简单的4x4矩阵。任何实现都可以。要旋转你,只需使用鼠标x和y的变化作为euler输入,围绕y和x轴旋转。互联网上有很多代码可以为你做到这一点
某些矩阵库不会为您提供“MoveForward()”函数。如果是这种情况,则可以很容易地向前移动。第三列(如果使用行主矩阵,则为行)是向前向量。将其提取。将其归一化(无论如何都应将其归一化,因此可能不需要此步骤).将其乘以您希望向前移动的数量,然后将其添加到位置(第4列/行)
现在是奇数部分。视图矩阵是一种特殊类型的矩阵。上面的矩阵定义了视图空间。如果将当前模型矩阵乘以该矩阵,则不会得到预期的答案。因为您希望对其进行变换,使相机位于原点。因此,您需要有效地撤消相机变换n将对象重新定向到上面定义的视图。为此,将模型矩阵乘以视图矩阵的倒数
现在,在正确的视图空间中定义了一个对象
这是我非常简单的camera类。它不处理您描述的功能,但希望能给您一些关于如何设置该类的想法(请注意,我使用的是row major,即DirectX风格的矩阵)
BaseCamera.h:
#ifndef BASE_CAMERA_H_
#define BASE_CAMERA_H_
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
#include "Maths/Vector4.h"
#include "Maths/Matrix4x4.h"
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
class BaseCamera
{
protected:
bool mDirty;
MathsLib::Matrix4x4 mCameraMat;
MathsLib::Matrix4x4 mViewMat;
public:
BaseCamera();
BaseCamera( const BaseCamera& camera );
BaseCamera( const MathsLib::Vector4& vPos, const MathsLib::Vector4& vLookAt );
BaseCamera( const MathsLib::Matrix4x4& matCamera );
bool IsDirty() const;
void SetDirty();
MathsLib::Matrix4x4& GetOrientationMatrix();
const MathsLib::Matrix4x4& GetOrientationMatrix() const;
MathsLib::Matrix4x4& GetViewMatrix();
};
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline MathsLib::Matrix4x4& BaseCamera::GetOrientationMatrix()
{
return mCameraMat;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline const MathsLib::Matrix4x4& BaseCamera::GetOrientationMatrix() const
{
return mCameraMat;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline bool BaseCamera::IsDirty() const
{
return mDirty;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline void BaseCamera::SetDirty()
{
mDirty = true;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
#endif
BaseCamera.cpp:
#include "Render/stdafx.h"
#include "BaseCamera.h"
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera() :
mDirty( true )
{
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera( const BaseCamera& camera ) :
mDirty( camera.mDirty ),
mCameraMat( camera.mCameraMat ),
mViewMat( camera.mViewMat )
{
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera( const MathsLib::Vector4& vPos, const MathsLib::Vector4& vLookAt ) :
mDirty( true )
{
MathsLib::Vector4 vDir = (vLookAt - vPos).Normalise();
MathsLib::Vector4 vLat = MathsLib::CrossProduct( MathsLib::Vector4( 0.0f, 1.0f, 0.0f ), vDir ).Normalise();
MathsLib::Vector4 vUp = MathsLib::CrossProduct( vDir, vLat );//.Normalise();
mCameraMat.Set( vLat, vUp, vDir, vPos );
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera( const MathsLib::Matrix4x4& matCamera ) :
mDirty( true ),
mCameraMat( matCamera )
{
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
MathsLib::Matrix4x4& BaseCamera::GetViewMatrix()
{
if ( IsDirty() )
{
mViewMat = mCameraMat.Inverse();
mDirty = false;
}
return mViewMat;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
我不完全确定你在上面做什么
就我个人而言,我只允许使用一个简单的4x4矩阵。任何实现都可以。要旋转你,只需使用鼠标x和y的变化作为euler输入,围绕y和x轴旋转。互联网上有很多代码可以为你做到这一点
某些矩阵库不会为您提供“MoveForward()”函数。如果是这种情况,则可以很容易地向前移动。第三列(如果使用行主矩阵,则为行)是向前向量。将其提取。将其归一化(无论如何都应将其归一化,因此可能不需要此步骤).将其乘以您希望向前移动的数量,然后将其添加到位置(第4列/行)
现在是奇数部分。视图矩阵是一种特殊类型的矩阵。上面的矩阵定义了视图空间。如果将当前模型矩阵乘以该矩阵,则不会得到预期的答案。因为您希望对其进行变换,使相机位于原点。因此,您需要有效地撤消相机变换n将对象重新定向到上面定义的视图。为此,将模型矩阵乘以视图矩阵的倒数
现在,在正确的视图空间中定义了一个对象
这是我非常简单的camera类。它不处理您描述的功能,但希望能给您一些关于如何设置该类的想法(请注意,我使用的是row major,即DirectX风格的矩阵)
BaseCamera.h:
#ifndef BASE_CAMERA_H_
#define BASE_CAMERA_H_
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
#include "Maths/Vector4.h"
#include "Maths/Matrix4x4.h"
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
class BaseCamera
{
protected:
bool mDirty;
MathsLib::Matrix4x4 mCameraMat;
MathsLib::Matrix4x4 mViewMat;
public:
BaseCamera();
BaseCamera( const BaseCamera& camera );
BaseCamera( const MathsLib::Vector4& vPos, const MathsLib::Vector4& vLookAt );
BaseCamera( const MathsLib::Matrix4x4& matCamera );
bool IsDirty() const;
void SetDirty();
MathsLib::Matrix4x4& GetOrientationMatrix();
const MathsLib::Matrix4x4& GetOrientationMatrix() const;
MathsLib::Matrix4x4& GetViewMatrix();
};
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline MathsLib::Matrix4x4& BaseCamera::GetOrientationMatrix()
{
return mCameraMat;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline const MathsLib::Matrix4x4& BaseCamera::GetOrientationMatrix() const
{
return mCameraMat;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline bool BaseCamera::IsDirty() const
{
return mDirty;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
inline void BaseCamera::SetDirty()
{
mDirty = true;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
#endif
BaseCamera.cpp:
#include "Render/stdafx.h"
#include "BaseCamera.h"
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera() :
mDirty( true )
{
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera( const BaseCamera& camera ) :
mDirty( camera.mDirty ),
mCameraMat( camera.mCameraMat ),
mViewMat( camera.mViewMat )
{
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera( const MathsLib::Vector4& vPos, const MathsLib::Vector4& vLookAt ) :
mDirty( true )
{
MathsLib::Vector4 vDir = (vLookAt - vPos).Normalise();
MathsLib::Vector4 vLat = MathsLib::CrossProduct( MathsLib::Vector4( 0.0f, 1.0f, 0.0f ), vDir ).Normalise();
MathsLib::Vector4 vUp = MathsLib::CrossProduct( vDir, vLat );//.Normalise();
mCameraMat.Set( vLat, vUp, vDir, vPos );
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
BaseCamera::BaseCamera( const MathsLib::Matrix4x4& matCamera ) :
mDirty( true ),
mCameraMat( matCamera )
{
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
MathsLib::Matrix4x4& BaseCamera::GetViewMatrix()
{
if ( IsDirty() )
{
mViewMat = mCameraMat.Inverse();
mDirty = false;
}
return mViewMat;
}
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
我同意Goz的观点。如果要表示仿射变换,如旋转+平移,则需要使用
假设没有缩放或剪切,则4x4矩阵表示以下内容:
第0行至第2行:本地坐标系的三个基向量(即x、y、z)
第3行:源代码的当前翻译
所以要沿着你的局部x向量移动,就像Goz说的,因为你可以假设它是一个单位向量
如果没有缩放/剪切,只需将其乘以移动步长(+ve或-ve),然后将合成向量添加到矩阵的第4行
举一个简单的例子,从原点开始,将局部帧设置为世界帧,那么你的矩阵看起来像这样
1 0 0我同意Goz。如果要表示仿射变换,如旋转+平移,则需要使用
假设没有缩放或剪切,则4x4矩阵表示以下内容:
第0行至第2行:本地坐标系的三个基向量(即x、y、z)
第3行:源代码的当前翻译
所以要沿着你的局部x向量移动,就像Goz说的,因为你可以假设它是一个单位向量
如果没有缩放/剪切,只需将其乘以移动步长(+ve或-ve),然后将合成向量添加到矩阵的第4行
以starti为例