我正在嘗試實現一個圓球風格的相機。我使用glm :: lookAt來保持攝像機指向目標,然後使用方位角/傾斜角度將其圍繞球體表面移動以旋轉視圖。在90度方位角反轉的圓球相機
我遇到了一個問題,當方位角接近90度時,視圖會翻轉顛倒。
下面是相關代碼:
獲取投影和視圖martrices。運行在主循環
void Visual::updateModelViewProjection() { model = glm::mat4(); projection = glm::mat4(); view = glm::mat4(); projection = glm::perspective ( (float)glm::radians(camera.Zoom), (float)width/height, // aspect ratio 0.1f, // near clipping plane 10000.0f // far clipping plane ); view = glm::lookAt(camera.Position, camera.Target, camera.Up); }
鼠標移動事件,相機旋轉
void Visual::cursor_position_callback(GLFWwindow* window, double xpos, double ypos) { if (leftMousePressed) { ... } if (rightMousePressed) { GLfloat xoffset = (xpos - cursorPrevX)/4.0; GLfloat yoffset = (cursorPrevY - ypos)/4.0; camera.inclination += yoffset; camera.azimuth -= xoffset; if (camera.inclination > 89.0f) camera.inclination = 89.0f; if (camera.inclination < 1.0f) camera.inclination = 1.0f; if (camera.azimuth > 359.0f) camera.azimuth = 359.0f; if (camera.azimuth < 1.0f) camera.azimuth = 1.0f; float radius = glm::distance(camera.Position, camera.Target); camera.Position[0] = camera.Target[0] + radius * cos(glm::radians(camera.azimuth)) * sin(glm::radians(camera.inclination)); camera.Position[1] = camera.Target[1] + radius * sin(glm::radians(camera.azimuth)) * sin(glm::radians(camera.inclination)); camera.Position[2] = camera.Target[2] + radius * cos(glm::radians(camera.inclination)); camera.updateCameraVectors(); } cursorPrevX = xpos; cursorPrevY = ypos; }
計算相機定向矢量
void updateCameraVectors() { Front = glm::normalize(Target-Position); Right = glm::rotate(glm::normalize(glm::cross(Front, {0.0, 1.0, 0.0})), glm::radians(90.0f), Front); Up = glm::normalize(glm::cross(Front, Right)); }
我敢肯定它的相關我計算相機的正確矢量的方式,但我無法弄清楚如何補償。
有沒有人遇到過這個?有什麼建議麼?
在'Right'計算中,如果'Front'與'(0,1,0)'共線,則'Front'和'(0,1,0)'的交叉積爲零。正常化零矢量可能會導致奇怪的行爲。 – mlkn