2013-03-23 119 views
0

我一直在與FreeGlut和Glew一起開發一個小項目。現在我編碼一個攝像系統,但也有一些事情,只是奇怪:OpenGL相機旋轉怪異

  • 在全屏模式下,如果在屏幕的下方區域移動鼠標,攝像頭的動作比如果上鏡頭移動速度更快區域。

  • 該相機使奇怪的運動,總是在同一個方向,一個小8移動移動。

代碼:

void MouseOps(int x, int y) 
{ 
    // Changes in mousepositions. Always same direction and 
    // in lower right corner of monitor faster, for some reason. 
    deltaX = x - MousePreviousX; 
    deltaY = y - MousePreviousY; 

    // Also I didn't bother to put * 360 in next equations, 
    // because it would make the camera jump for crazy. 
    // resx and resy are screen resolutions. 
    // Endresult should be that camera can 
    // rotate once when mouse moves over screen 
    yaw = yaw + (((deltaX/resx)) * deginrad); 
    pitch = pitch + (((deltaY/resy)) * deginrad); 

    //Check clippings (eg. camera wont end upside down etc.) 
    if(yaw >= (2 * pi) || yaw <= (-2 * pi) ) 
     yaw = 0; 
    if(pitch >= (pi/2)) 
     pitch = pi/2; 
    if(pitch <= (pi/-2)) 
     pitch = pi/-2; 

    //Calculate x, y, and z coordinates of unit sphere to look at (r = 1) 
    cam_normX = cos(yaw) * sin(pitch); 
    cam_normY = sin(yaw) * sin(pitch); 
    cam_normZ = cos(yaw); 

    // Current x and y to previous 
    int MousePreviousX = x; 
    int MousePreviousY = y; 
} 

我試圖用這個 http://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates 系統計算的角度去看待。然後,我通過了所有「cam_norm」變量

gluLookAt(cam_posX, cam_posY, cam_posZ, 
     cam_posX+cam_normX, cam_posY+cam_normY, cam_posZ + cam_normZ, 
     cam_upX, cam_upY, cam_upZ); 
+0

爲什麼在函數的結尾聲明'MousePreviousX/Y'?它們需要是靜態或全局變量才能在函數調用之間保留它們的值。 – Nobody 2013-03-23 20:14:52

+0

我的不好,我實際上讓他們明顯地宣佈了兩次。我刪除了這些,但奇怪的東西沒有消失。實際上,相機看起來根本不動。 – Nyxeria 2013-03-23 20:26:13

+0

好吧,它移動,但又奇怪了。 – Nyxeria 2013-03-23 20:46:16

回答

0

我不知道爲什麼這個工作,但它修復的問題:

bool isCursorWarping = false; 

void MouseOps(int x, int y) 
{ 

    if(isCursorWarping == false){ 
     // Changes in mousepositions. Always same direction and in lower right corner of monitor faster, for some reason. 
     deltaX = x - MousePreviousX; 
     deltaY = y - MousePreviousY; 

     yaw = yaw + ((((deltaX/resx)) * deginrad) * 360); 
     pitch = pitch + ((((deltaY/resy)) * deginrad) * 360); 


     //Check clippings (eg. camera wont end upside down etc.) 

     if(x >= resx - 1 || y >= resy - 1 || x == 0 || y == 0) 
     { 
      warpCursor(); 
      MousePreviousX = resx/2; 
      MousePreviousY = resy/2; 
     }else{ 
      MousePreviousX = x; 
      MousePreviousY = y; 
     } 

     if(yaw >= (2 * pi) || yaw <= (-2 * pi) ) 
      yaw = 0; 
     if(pitch >= (pi/2)) 
      pitch = pi/2; 
     if(pitch <= (pi/-2)) 
      pitch = pi/-2; 


     //Calculate x, y, and z coordinates of unit sphere to look at (r = 1) 

     cam_normX = cos(pitch) * cos(yaw); 
     cam_normY = sin(pitch) * sin(yaw); 
     cam_normZ = cos(pitch) * sin(yaw); 



    } 
     // Current x and y to previous and cleanup 



     isCursorWarping = false; 


} 

void warpCursor() 
{ 
    isCursorWarping = true; 
    glutWarpPointer(resx/2, resy/2); 


} 

然後,我通過「cam_norm」值:

gluLookAt(0.0f, 1.0f, 2.0f, 0.0f + cam_normX, 1.0f + cam_normY, 2.0f+ cam_normZ, 0.0f, 0.1f, 0.0f);