OpenGL矩阵相机控制,局部旋转不正常

时间:2022-09-10 18:44:59

So I'm trying to figure out how to mannually create a camera class that creates a local frame for camera transformations. I've created a player object based on OpenGL SuperBible's GLFrame class.

所以我想弄明白如何人为地创建一个camera类来创建一个用于camera转换的局部框架。我创建了一个玩家对象基于OpenGL超级圣经的GLFrame类。

I got keyboard keys mapped to the MoveUp, MoveRight and MoveForward functions and the horizontal and vertical mouse movements are mapped to the xRot variable and rotateLocalY function. This is done to create a FPS style camera.

我将键盘键映射到MoveUp, MoveRight和MoveForward函数,水平和垂直的鼠标移动都映射到xRot变量和rotateLocalY函数。这是为了创建FPS风格的相机。

The problem however is in the RotateLocalY. Translation works fine and so does the vertical mouse movement but the horizontal movement scales all my objects down or up in a weird way. Besides the scaling, the rotation also seems to restrict itself to 180 degrees and rotates around the world origin (0.0) instead of my player's local position.

然而,问题在于旋转畸形。翻译很好,垂直的鼠标移动也很好,但是水平的移动以一种奇怪的方式将所有的物体向下或向上缩放。除了缩放,旋转似乎也限制了自己180度,围绕世界原点旋转(0.0)而不是我的球员的位置。

I figured that the scaling had something to do with normalizing vectors but the GLframe class (which I used for reference) never normalized any vectors and that class works just fine. Normalizing most of my vectors only solved the scaling and all the other problems were still there so I'm figuring one piece of code is causing all these problems?

我认为缩放是与正化向量有关的,但是GLframe类(我用于引用)从来没有将任何向量归一化,而这个类工作得很好。对我的大多数向量进行正态化只解决了缩放的问题所有其他的问题仍然存在所以我认为一段代码会导致所有这些问题?

I can't seem to figure out where the problem lies, I'll post all the appropriate code here and a screenshot to show the scaling.

我似乎不知道问题出在哪里,我将在这里发布所有适当的代码和一个屏幕截图来显示缩放。

Player object

Player对象

Player::Player()
{
    location[0] = 0.0f; location[1] = 0.0f; location[2] = 0.0f;
    up[0] = 0.0f; up[1] = 1.0f; up[2] = 0.0f;
    forward[0] = 0.0f; forward[1] = 0.0f; forward[2] = -1.0f;
}

// Does all the camera transformation. Should be called before scene rendering!
void Player::ApplyTransform()
{
    M3DMatrix44f cameraMatrix;
    this->getTransformationMatrix(cameraMatrix);

    glRotatef(xAngle, 1.0f, 0.0f, 0.0f);
    glMultMatrixf(cameraMatrix);
}

void Player::MoveForward(GLfloat delta)
{
    location[0] += forward[0] * delta;
    location[1] += forward[1] * delta;
    location[2] += forward[2] * delta;
}

void Player::MoveUp(GLfloat delta)
{
    location[0] += up[0] * delta;
    location[1] += up[1] * delta;
    location[2] += up[2] * delta;
}

void Player::MoveRight(GLfloat delta)
{
    // Get X axis vector first via cross product
    M3DVector3f xAxis;
    m3dCrossProduct(xAxis, up, forward);

    location[0] += xAxis[0] * delta;
    location[1] += xAxis[1] * delta;
    location[2] += xAxis[2] * delta;
}

void Player::RotateLocalY(GLfloat angle)
{
    // Calculate a rotation matrix first
    M3DMatrix44f rotationMatrix;
    // Rotate around the up vector
    m3dRotationMatrix44(rotationMatrix, angle, up[0], up[1], up[2]); // Use up vector to get correct rotations even with multiple rotations used.

    // Get new forward vector out of the rotation matrix
    M3DVector3f newForward;
    newForward[0] = rotationMatrix[0] * forward[0] + rotationMatrix[4] * forward[1] + rotationMatrix[8] * forward[2]; 
    newForward[1] = rotationMatrix[1] * forward[1] + rotationMatrix[5] * forward[1] + rotationMatrix[9] * forward[2];
    newForward[2] = rotationMatrix[2] * forward[2] + rotationMatrix[6] * forward[1] + rotationMatrix[10] * forward[2];

    m3dCopyVector3(forward, newForward);
}

void Player::getTransformationMatrix(M3DMatrix44f matrix)
{
    // Get Z axis (Z axis is reversed with camera transformations)
    M3DVector3f zAxis;
    zAxis[0] = -forward[0];
    zAxis[1] = -forward[1];
    zAxis[2] = -forward[2];

    // Get X axis
    M3DVector3f xAxis;
    m3dCrossProduct(xAxis, up, zAxis);

    // Fill in X column in transformation matrix
    m3dSetMatrixColumn44(matrix, xAxis, 0); // first column
    matrix[3] = 0.0f; // Set 4th value to 0

    // Fill in the Y column
    m3dSetMatrixColumn44(matrix, up, 1); // 2nd column
    matrix[7] = 0.0f;

    // Fill in the Z column
    m3dSetMatrixColumn44(matrix, zAxis, 2); // 3rd column
    matrix[11] = 0.0f;

    // Do the translation
    M3DVector3f negativeLocation; // Required for camera transform (right handed OpenGL system. Looking down negative Z axis)
    negativeLocation[0] = -location[0];
    negativeLocation[1] = -location[1];
    negativeLocation[2] = -location[2];
    m3dSetMatrixColumn44(matrix, negativeLocation, 3); // 4th column
    matrix[15] = 1.0f;
}

Player object header

Player对象头

class Player
{
public:
    //////////////////////////////////////
    // Variables
    M3DVector3f location;
    M3DVector3f up;
    M3DVector3f forward;
    GLfloat xAngle; // Used for FPS divided X angle rotation (can't combine yaw and pitch since we'll also get a Roll which we don't want for FPS)
    /////////////////////////////////////
    // Functions
    Player();
    void ApplyTransform();
    void MoveForward(GLfloat delta);
    void MoveUp(GLfloat delta);
    void MoveRight(GLfloat delta);
    void RotateLocalY(GLfloat angle); // Only need rotation on local axis for FPS camera style. Then a translation on world X axis. (done in apply transform)

private:
    void getTransformationMatrix(M3DMatrix44f matrix);
};

OpenGL矩阵相机控制,局部旋转不正常

Applying transformations

应用转换

// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();

// Apply camera transforms
player.ApplyTransform();


// Set up lights
...

// Use shaders
...

// Render the scene
RenderScene();

// Do post rendering operations
glutSwapBuffers();

and mouse

和鼠标

float mouseSensitivity = 500.0f;

float horizontal = (width / 2) - mouseX;
float vertical = (height / 2) - mouseY;

horizontal /= mouseSensitivity;
vertical /= (mouseSensitivity / 25);

player.xAngle += -vertical;
player.RotateLocalY(horizontal);

glutWarpPointer((width / 2), (height / 2));

1 个解决方案

#1


1  

Honestly I think you are taking a way to complicated approach to your problem. There are many ways to create a camera. My favorite is using a R3-Vector and a Quaternion, but you could also work with a R3-Vector and two floats (pitch and yaw).

老实说,我认为你在用一种复杂的方法来解决你的问题。有很多方法可以创建相机。我最喜欢的是使用一个r3矢量和一个四元数,但你也可以使用一个r3向量和两个浮点数(俯仰和偏航)。

The setup with two angles is simple:

两个角度的设置很简单:

glLoadIdentity();
glTranslatef(-pos[0], -pos[1], -pos[2]);
glRotatef(-yaw, 0.0f, 0.0f, 1.0f);
glRotatef(-pitch, 0.0f, 1.0f, 0.0f);

The tricky part now is moving the camera. You must do something along the lines of:

现在棘手的部分是移动摄像机。你必须按照以下原则行事:

flaot ds = speed * dt;
position += tranform_y(pich, tranform_z(yaw, Vector3(ds, 0, 0)));

How to do the transforms, I would have to look that up, but you could to it by using a rotation matrix

怎么做变换,我需要查一下,但是你可以用旋转矩阵来做吗

Rotation is trivial, just add or subtract from the pitch and yaw values.

旋转是平凡的,只要加入或减去俯仰和偏航值。

I like using a quaternion for the orientation because it is general and thus you have a camera (any entity that is) that independent of any movement scheme. In this case you have a camera that looks like so:

我喜欢使用四元数来进行定位,因为它是一般的,因此你有一个独立于任何运动方案的相机(任何实体)。在这种情况下,你有一个这样的相机:

class Camera
{
public:
   // lots of stuff omitted

   void setup();

   void move_local(Vector3f value);

   void rotate(float dy, float dz);

private:
    mx::Vector3f position;
    mx::Quaternionf orientation;
};

Then the setup code uses shamelessly gluLookAt; you could make a transformation matrix out of it, but I never got it to work right.

然后设置代码使用无耻的贪图;你可以用它做一个变换矩阵,但是我从来没有把它正确地工作过。

void Camera::setup()
{
    // projection related stuff

    mx::Vector3f eye     = position;
    mx::Vector3f forward = mx::transform(orientation, mx::Vector3f(1, 0, 0));
    mx::Vector3f center  = eye + forward;
    mx::Vector3f up      = mx::transform(orientation, mx::Vector3f(0, 0, 1));
    gluLookAt(eye(0), eye(1), eye(2), center(0), center(1), center(2), up(0), up(1), up(2));
}

Moving the camera in local frame is also simple:

在局部帧中移动相机也很简单:

void Camera::move_local(Vector3f value) 
{
    position += mx::transform(orientation, value);
}

The rotation is also straight forward.

旋转也是直接向前的。

void Camera::rotate(float dy, float dz)
{
    mx::Quaternionf o = orientation;
    o = mx::axis_angle_to_quaternion(horizontal, mx::Vector3f(0, 0, 1)) * o;
    o = o * mx::axis_angle_to_quaternion(vertical, mx::Vector3f(0, 1, 0));   
    orientation = o;
}

(Shameless plug):

(无耻塞):

If you are asking what math library I use, it is mathex. I wrote it...

如果你问我用什么数学图书馆,那就是mathex。我写的……

#1


1  

Honestly I think you are taking a way to complicated approach to your problem. There are many ways to create a camera. My favorite is using a R3-Vector and a Quaternion, but you could also work with a R3-Vector and two floats (pitch and yaw).

老实说,我认为你在用一种复杂的方法来解决你的问题。有很多方法可以创建相机。我最喜欢的是使用一个r3矢量和一个四元数,但你也可以使用一个r3向量和两个浮点数(俯仰和偏航)。

The setup with two angles is simple:

两个角度的设置很简单:

glLoadIdentity();
glTranslatef(-pos[0], -pos[1], -pos[2]);
glRotatef(-yaw, 0.0f, 0.0f, 1.0f);
glRotatef(-pitch, 0.0f, 1.0f, 0.0f);

The tricky part now is moving the camera. You must do something along the lines of:

现在棘手的部分是移动摄像机。你必须按照以下原则行事:

flaot ds = speed * dt;
position += tranform_y(pich, tranform_z(yaw, Vector3(ds, 0, 0)));

How to do the transforms, I would have to look that up, but you could to it by using a rotation matrix

怎么做变换,我需要查一下,但是你可以用旋转矩阵来做吗

Rotation is trivial, just add or subtract from the pitch and yaw values.

旋转是平凡的,只要加入或减去俯仰和偏航值。

I like using a quaternion for the orientation because it is general and thus you have a camera (any entity that is) that independent of any movement scheme. In this case you have a camera that looks like so:

我喜欢使用四元数来进行定位,因为它是一般的,因此你有一个独立于任何运动方案的相机(任何实体)。在这种情况下,你有一个这样的相机:

class Camera
{
public:
   // lots of stuff omitted

   void setup();

   void move_local(Vector3f value);

   void rotate(float dy, float dz);

private:
    mx::Vector3f position;
    mx::Quaternionf orientation;
};

Then the setup code uses shamelessly gluLookAt; you could make a transformation matrix out of it, but I never got it to work right.

然后设置代码使用无耻的贪图;你可以用它做一个变换矩阵,但是我从来没有把它正确地工作过。

void Camera::setup()
{
    // projection related stuff

    mx::Vector3f eye     = position;
    mx::Vector3f forward = mx::transform(orientation, mx::Vector3f(1, 0, 0));
    mx::Vector3f center  = eye + forward;
    mx::Vector3f up      = mx::transform(orientation, mx::Vector3f(0, 0, 1));
    gluLookAt(eye(0), eye(1), eye(2), center(0), center(1), center(2), up(0), up(1), up(2));
}

Moving the camera in local frame is also simple:

在局部帧中移动相机也很简单:

void Camera::move_local(Vector3f value) 
{
    position += mx::transform(orientation, value);
}

The rotation is also straight forward.

旋转也是直接向前的。

void Camera::rotate(float dy, float dz)
{
    mx::Quaternionf o = orientation;
    o = mx::axis_angle_to_quaternion(horizontal, mx::Vector3f(0, 0, 1)) * o;
    o = o * mx::axis_angle_to_quaternion(vertical, mx::Vector3f(0, 1, 0));   
    orientation = o;
}

(Shameless plug):

(无耻塞):

If you are asking what math library I use, it is mathex. I wrote it...

如果你问我用什么数学图书馆,那就是mathex。我写的……