在 OpenGL 相机类中计算滚动

问题描述 投票:0回答:1

我正在尝试向 OpenGL 相机添加卷轴,但是当我使用 上一个 Stackoverflow 问题 相机滚动,但是滚动会影响偏航和俯仰方向。

请问我什么时候应该对滚动应用矩阵旋转?

变量和类型:

    glm::vec3 m_position;
    glm::vec3 m_front;
    glm::vec3 m_up;
    glm::vec3 m_right;
    glm::vec3 m_worldUp;

主相机更新功能

void Camera::UpdateCamera ()
{
    glm::vec3 front;
    front.x = cos (glm::radians (m_yaw)) * cos (glm::radians (m_pitch));
    front.y = sin (glm::radians (m_pitch));
    front.z = sin (glm::radians (m_yaw)) * cos (glm::radians (m_pitch));
    m_front = glm::normalize (front);

    m_right = glm::normalize (glm::cross (m_front, m_worldUp));
    m_up = glm::normalize (glm::cross (m_right, m_front));

    glm::mat4 roll_mat = glm::rotate(glm::mat4(1.0f), glm::radians(m_roll), m_front);
    m_up = glm::mat3(roll_mat) * m_up;
}

查看矩阵计算:

lm::mat4 Camera::GetViewMatrix ()
{
    return glm::lookAt (m_position, m_position + m_front, m_up);;
}

这就是偏航和俯仰计算的调用方式:

void KeyCtrl::CursorPositionChange(double xPosIn, double yPosIn)
{
    float xpos = static_cast<float>(xPosIn);
    float ypos = static_cast<float>(yPosIn);

    if (m_firstMouse)
    {
        m_lastX = xpos;
        m_lastY = ypos;
        m_firstMouse = false;
    }

    float xoffset = xpos - m_lastX;

    // reversed since y-coordinates go from bottom to top
    float yoffset = m_lastY - ypos;

    m_lastX = xpos;
    m_lastY = ypos;

    xoffset *= MouseSensitivity;
    yoffset *= MouseSensitivity;

    m_camera->SetYaw (xoffset);
    m_camera->SetPitch (yoffset);

    m_camera->UpdateCamera ();
}

不知何故,我的滚动数学错了,但是,我明白哪里错了。

解决方案 应从 Camera::UpdateCamera:

中删除以下两行
    glm::mat4 roll_mat = glm::rotate(glm::mat4(1.0f), glm::radians(m_roll), m_front);
    m_up = glm::mat3(roll_mat) * m_up;

创建模型视图时,将其添加为最后一行:

model = glm::rotate (model, glm::radians (m_camera->GetRoll()), { 0.0f, 0.0f, 1.0f });
c++ opengl glm-math
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解决方案

应从 Camera::UpdateCamera: 中删除以下两行:

glm::mat4 roll_mat = glm::rotate(glm::mat4(1.0f), glm::radians(m_roll), m_front);
m_up = glm::mat3(roll_mat) * m_up;

创建模型视图时,将其添加为最后一行:

model = glm::rotate (model, glm::radians (m_camera->GetRoll()), { 0.0f, 0.0f, 1.0f });
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