如何在 C++ 中使用 sdl、opengl 移动相机时修复奇怪的相机旋转
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【中文标题】如何在 C++ 中使用 sdl、opengl 移动相机时修复奇怪的相机旋转【英文标题】:How to fix weird camera rotation while moving camera with sdl, opengl in c++ 【发布时间】:2009-08-11 10:06:48 【问题描述】:我有一个相机对象,是我在网上阅读后整理的,它可以处理前后移动、左右扫视,甚至用鼠标环顾四周。但是当我向任何方向移动并尝试环顾四周时,它会到处乱跳,但是当我不动并环顾四周时,它就很好。
我希望有人能帮我弄清楚为什么我可以同时移动和环顾四周?
main.h
#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();
camera.cpp
#include "main.h"
void CCamera::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)
mPos = tVector3(pos_x, pos_y, pos_z);
mView = tVector3(view_x, view_y, view_z);
mUp = tVector3(up_x, up_y, up_z);
void CCamera::Move_Camera(float speed)
tVector3 vVector = mView - mPos;
mPos.x = mPos.x + vVector.x * speed;
mPos.z = mPos.z + vVector.z * speed;
mView.x = mView.x + vVector.x * speed;
mView.z = mView.z + vVector.z * speed;
void CCamera::Strafe_Camera(float speed)
tVector3 vVector = mView - mPos;
tVector3 vOrthoVector;
vOrthoVector.x = -vVector.z;
vOrthoVector.z = vVector.x;
mPos.x = mPos.x + vOrthoVector.x * speed;
mPos.z = mPos.z + vOrthoVector.z * speed;
mView.x = mView.x + vOrthoVector.x * speed;
mView.z = mView.z + vOrthoVector.z * speed;
void CCamera::Rotate_View(float speed)
tVector3 vVector = mView - mPos;
tVector3 vOrthoVector;
vOrthoVector.x = -vVector.z;
vOrthoVector.z = vVector.x;
mView.z = (float)(mPos.z + sin(speed)*vVector.x + cos(speed)*vVector.z);
mView.x = (float)(mPos.x + cos(speed)*vVector.x - sin(speed)*vVector.z);
和鼠标移动代码
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;
【问题讨论】:
只有当你同时看和移动时才会出现这种情况吗? 是的,他们单独工作,一起工作很奇怪。 【参考方案1】:我不完全确定你在上面做什么。
我个人只允许一个简单的 4x4 矩阵。任何实现都可以。要旋转您,简单地说,需要使用鼠标 x 和 y 的变化作为欧拉输入来旋转,以便围绕 y 和 x 轴旋转。互联网上有很多代码可以为您完成这项工作。
其中一些矩阵库不会为您提供“MoveForward()”函数。如果是这样就可以了,前进很容易。第三列(或行,如果您使用行主矩阵)是您的前向向量。提取它。对其进行规范化(无论如何它确实应该被规范化,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)。
现在是奇怪的部分。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。如果您将当前模型矩阵乘以该矩阵,您将不会得到您期望的答案。因为您希望对其进行转换,以使相机位于原点。因此,您需要有效地撤消相机转换以将事物重新定向到上面定义的视图。为此,您将模型矩阵乘以视图矩阵的 逆。
您现在在正确的视图空间中定义了一个对象。
这是我非常简单的相机类。它不处理您描述的功能,但希望能给您一些关于如何设置类的想法(请注意,我使用行专业,即 DirectX 样式、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;
/*+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+----+*/
【讨论】:
【参考方案2】:我同意戈兹的观点。如果要表示仿射变换,如旋转+平移,则需要使用homegenous 4x4 matrices
假设row major representation,那么如果没有缩放或剪切,您的 4x4 矩阵表示以下内容: 第 0 到 2 行:本地坐标系的三个基向量(即 x、y、z) 第 3 行:来自原点的当前翻译
因此,正如 Goz 所说,沿着你的局部 x 向量移动,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骤( +ve 或 -ve ),然后将结果向量添加到矩阵中的第 4 行 所以举一个简单的例子,从你的本地框架设置为世界框架的原点开始,那么你的矩阵看起来像这样
1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1
就大多数游戏摄像机的工作方式而言,轴映射如下: x 轴 相机平移左/右 y 轴 相机平移向上/向下 z轴相机放大/缩小
因此,如果我旋转整个参考系以查看一个新点 LookAt,然后当 Goz 放入他的 BaseCamera 重载构造函数代码时,您然后构建一个新的局部坐标系并将其设置到您的矩阵中(所有 @ 987654323@ 通常设置矩阵的这四行,即 VLat 将是第 0 行、vUp 第 1 行、vDir 第 2 行和 vPos 第 3 行)
然后放大/缩小将变为第 3 行 = 第 2 行 * stepval
正如 Goz 正确指出的那样,您需要将其转换回世界空间,这是通过乘以视图矩阵的倒数来完成的
【讨论】:
请记住,上面的代码是针对行主矩阵的。您需要将矩阵转置为列主矩阵:)以上是关于如何在 C++ 中使用 sdl、opengl 移动相机时修复奇怪的相机旋转的主要内容,如果未能解决你的问题,请参考以下文章