我试图在this教程之后编写类似于FPS的FPS。但是当我左右移动鼠标时,相机不会左右移动,而是会旋转。
我使用函数的sphericalToCartesian
函数来自this帖子。
我的相机课程:
private static final float FOVY = 60f, ZNEAR = .1f, ZFAR = 2000f;
private Mat4 projectionMatrix;
// start out at origin (0,0,0)
private Vec3 position = new Vec3();
// horizontal angle in radians: toward -Z
private float horizontalAngle = (float) FastMath.PI;
// NOTE: tutorial says 0 is horizon
// vertical angle in radians: π/2, look at the horizon
private float verticalAngle = (float) (FastMath.PI / 2.0f);
private float mouseSpeed = 0.01f;
private Vec3 sphericalToCartesian(float yaw, float pitch) {
return new Vec3(
(float) (FastMath.cos(pitch) * FastMath.sin(yaw)),
(float) FastMath.sin(pitch),
(float) (FastMath.cos(pitch) * FastMath.cos(yaw))
);
}
public FPSCamera(Observer o) {
addObserver(o);
}
/**
* Called in GLEventListener.display() and sent to shader with
* glUniformMatrix4fv
*
* @return MPV matrix
*/
public Mat4 getMVPMatrix() {
Vec3 frontVector = sphericalToCartesian(horizontalAngle, verticalAngle);
Vec3 rightVector = sphericalToCartesian((float) (horizontalAngle + FastMath.PI / 2.0f), 0f);
Vec3 upVector = rightVector.cross(frontVector);
Mat4 viewMatrix = Matrices.lookAt(position, position.add(frontVector), upVector);
return projectionMatrix.multiply(viewMatrix);
}
/**
* Called in GLEventListener.reshape()
*
* @param aspect The aspect ratio
*/
public void setPerspective(float aspect) {
projectionMatrix = Matrices.perspective(FOVY, aspect, ZNEAR, ZFAR);
}
/**
* Key and mouse listeners will notify the camera when something happens by
* calling this method.
*/
@Override
public void update(Observable o, Object arg) {
if (o instanceof FPSKeyController) {
final FPSKeyController.Direction[] dirs = (FPSKeyController.Direction[]) arg;
Vec3 right = sphericalToCartesian((float) (horizontalAngle + FastMath.PI / 2.0f), 0f);
Vec3 front = sphericalToCartesian(horizontalAngle, verticalAngle);
// Move forward and backward
if (dirs[0] == FPSKeyController.Direction.FORWARD) {
position = position.add(front);
} else if (dirs[0] == FPSKeyController.Direction.BACKWARD) {
position = position.subtract(front);
}
// Strafe left and right
if (dirs[1] == FPSKeyController.Direction.RIGHT) {
position = position.subtract(right);
} else if (dirs[1] == FPSKeyController.Direction.LEFT) {
position = position.add(right);
}
} else if (o instanceof FPSMouseController) {
final FPSMouseController.Direction[] dirs = (FPSMouseController.Direction[]) arg;
if (dirs[0] == FPSMouseController.Direction.LEFT) {
// Look left
horizontalAngle -= mouseSpeed;
// Let angle range from -2π to 2π
if (horizontalAngle < -FastMath.PI * 2) {
horizontalAngle = 0;
}
} else if (dirs[0] == FPSMouseController.Direction.RIGHT) {
// Look right
horizontalAngle += mouseSpeed;
// Let angle range from -2π to 2π
if (horizontalAngle > FastMath.PI * 2) {
horizontalAngle = 0;
}
}
if (dirs[1] == FPSMouseController.Direction.UP) {
// Look up
// Stop the camera from looking more than straight up
if (verticalAngle + mouseSpeed <= FastMath.PI) {
verticalAngle += mouseSpeed;
}
} else if (dirs[1] == FPSMouseController.Direction.DOWN) {
// Look down
// Stop the camera from looking more than straight down
if (verticalAngle - mouseSpeed >= 0) {
verticalAngle -= mouseSpeed;
}
}
}
// input is guaranteed to change the camera, so we can always update the view
setChanged();
// repaint() and eventually GLEventListener.display() are called at the observer
notifyObservers();
}
我认为我的问题是verticalAngle
,在教程中0
来看待地平线。我必须将其更改为π/2 radians
才能看到地平线。当我直视下来时,我可以向右和向左看。
答案 0 :(得分:1)
你是非常正确的gouessej,Valve使用Z作为up,而openGL使用Y。
我通过像这样旋转整个世界解决了这个问题:
private Mat4 modelMatrix = Matrices.rotate(HALF_PI, new Vec3(1,0,0));
然后将视图和投影矩阵乘以getMVPMatrix()
中的这个新模型矩阵:
return projectionMatrix.multiply(viewMatrix).multiply(modelMatrix);
使MVP矩阵成为实际的Model
,View
和Projection
矩阵。之前只定义了View
和Projection
矩阵。
感谢您的时间,
疫病