我有一个相机类,它初始化如下:
CameraFP::CameraFP() {
this->aspect_ratio = 800.0f / 600.0f;
this->fov = 45.0f;
this->near_plane = 0.1f;
this->far_plane = 1000.0f;
this->position = glm::vec3(0, 0, 0);
this->target = position + glm::vec3(0, 0, -1);
this->up = glm::vec3(0, 1, 0);
this->m_rotation = glm::mat4(1.0);
m_view = glm::lookAt(position, target, up);
m_projection = glm::perspective(fov, aspect_ratio, near_plane, far_plane);
}
以下是导入的其他功能:
void CameraFP::update(sf::Window *app) {
process_keyboard(app);
process_mouse(app);
calculate_view();
}
void CameraFP::process_keyboard(sf::Window *app) {
const sf::Input *input = &app->GetInput();
up = m_rotation * glm::vec3(0, 1, 0);
glm::vec3 forward = glm::vec3(0, 0, -1);
glm::vec3 forward_rotated = m_rotation * forward;
glm::vec3 right = glm::vec3(1, 0, 0);
glm::vec3 right_rotated = m_rotation * right;
if (input->IsKeyDown(sf::Key::W)) {
position += forward_rotated;
}
if (input->IsKeyDown(sf::Key::S)) {
position -= forward_rotated;
}
if (input->IsKeyDown(sf::Key::A)) {
position -= right_rotated;
}
if (input->IsKeyDown(sf::Key::D)) {
position += right_rotated;
}
}
void CameraFP::process_mouse(sf::Window *app) {
// TODO: Make the below constants, and take framerate into account
GLfloat SPEED_X = 0.000001f;
GLfloat SPEED_Y = 0.000001f;
GLfloat mouse_x = app->GetInput().GetMouseX();
GLfloat mouse_y = app->GetInput().GetMouseY();
GLfloat mouse_x_delta = old_mouse_x - mouse_x;
GLfloat mouse_y_delta = old_mouse_y - mouse_y;
if (mouse_x_delta != 0 ||
mouse_y_delta != 0) {
if (mouse_x_delta != 0) {
y_rot += mouse_x_delta * SPEED_X;
m_rotation = glm::rotate(m_rotation, y_rot, glm::vec3(0, 1, 0));
}
if (mouse_y_delta != 0) {
x_rot += mouse_y_delta * SPEED_Y;
m_rotation = glm::rotate(m_rotation, x_rot, glm::vec3(1, 0, 0));;
}
}
this->old_mouse_x = mouse_x;
this->old_mouse_y = mouse_y;
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
}
void CameraFP::calculate_view() {
glm::vec3 forward = glm::vec3(0, 0, -1);
glm::vec3 forward_rotated = m_rotation * forward;
target = position += glm::normalize(forward_rotated);
m_view = glm::lookAt(position, target, up);
}
我的问题是,当我编译项目时,编译器输出一个错误说:
\CameraFP.cpp|59|error: no match for 'operator*' in '((CameraFP*)this)->CameraFP::m_rotation * glm::detail::tvec3<float>(((const int&)((const int*)(&0))), ((const int&)((const int*)(&1))), ((const int&)((const int*)(&0))))'|
从我的理解vec = mat4 * vec应该产生一个旋转的矢量?由于我无法测试此代码,因此我不知道该函数是否正常工作。
修改
根据评论和发夹更新了代码。我现在的问题是,我在渲染功能的某个地方得到了一个BSOD ......
void CameraFP::process_keyboard(sf::Window *app) {
const sf::Input *input = &app->GetInput();
up = m_rotation * glm::vec4(0.0f, 1.0f, 0.0f, 0.0f);
glm::vec4 forward = glm::vec4(0.0f, 0.0f, -1.0f, 0.0f);
glm::vec4 forward_rotated = m_rotation * forward;
glm::vec4 right = glm::vec4(1.0f, 0.0f, 0.0f, 0.0f);
glm::vec4 right_rotated = m_rotation * right;
if (input->IsKeyDown(sf::Key::W)) {
position += forward_rotated;
}
if (input->IsKeyDown(sf::Key::S)) {
position -= forward_rotated;
}
if (input->IsKeyDown(sf::Key::A)) {
position -= right_rotated;
}
if (input->IsKeyDown(sf::Key::D)) {
position += right_rotated;
}
}
void CameraFP::process_mouse(sf::Window *app) {
// TODO: Make the below constants, and take framerate into account
GLfloat SPEED_X = 0.000001f;
GLfloat SPEED_Y = 0.000001f;
GLfloat mouse_x = app->GetInput().GetMouseX();
GLfloat mouse_y = app->GetInput().GetMouseY();
GLfloat mouse_x_delta = old_mouse_x - mouse_x;
GLfloat mouse_y_delta = old_mouse_y - mouse_y;
if (mouse_x_delta != 0 ||
mouse_y_delta != 0) {
if (mouse_x_delta != 0) {
y_rot += mouse_x_delta * SPEED_X;
m_rotation = glm::rotate(m_rotation, y_rot, glm::vec3(0.0f, 1.0f, 0.0f));
}
if (mouse_y_delta != 0) {
x_rot += mouse_y_delta * SPEED_Y;
m_rotation = glm::rotate(m_rotation, x_rot, glm::vec3(1.0f, 0.0f, 0.0f));;
}
}
this->old_mouse_x = mouse_x;
this->old_mouse_y = mouse_y;
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
}
void CameraFP::calculate_view() {
glm::vec4 forward = glm::vec4(0.0f, 0.0f, -1.0f, 0.0f);
glm::vec4 forward_rotated = m_rotation * forward;
target = position += forward_rotated;
m_view = glm::lookAt(v4tov3(position), v4tov3(target), v4tov3(up));
}
glm::vec3 v4tov3(glm::vec4 v1) {
return glm::vec3(v1.x, v1.y, v1.z);
}
修改2
现在的问题是用鼠标进行相机旋转,它只是不起作用,由于某种原因,x轴上的变化会在y上产生影响,反之亦然。此外,如果我在x轴上向右或向左移动鼠标(y旋转),相机会向左旋转...
void CameraFP::process_mouse(sf::Clock *clock, sf::Window *app) {
// TODO: Make the below constants, and take framerate into account
GLfloat SPEED_X = 0.25f;
GLfloat SPEED_Y = 0.25f;
GLfloat screen_x = app->GetWidth();
GLfloat screen_y = app->GetHeight();
GLfloat mouse_x = float(screen_x / 2 - app->GetInput().GetMouseX());
GLfloat mouse_y = float(screen_y / 2 - app->GetInput().GetMouseY());
GLfloat mouse_x_delta = old_mouse_x - mouse_x;
GLfloat mouse_y_delta = old_mouse_y - mouse_y;
GLfloat current_time = clock->GetElapsedTime();
GLfloat delta_time = current_time - last_time;
this->last_time = current_time;
if (mouse_x_delta != 0 ||
mouse_y_delta != 0) {
if (mouse_x_delta != 0) {
y_rot += glm::radians(delta_time * SPEED_X * mouse_x);
m_rotation = glm::rotate(m_rotation, y_rot, glm::vec3(0.0f, 1.0f, 0.0f));
std::cout << "Y Rotation: " << y_rot << "\n";
}
if (mouse_y_delta != 0) {
x_rot += glm::radians(delta_time * SPEED_Y * mouse_y);
m_rotation = glm::rotate(m_rotation, x_rot, glm::vec3(1.0f, 0.0f, 0.0f));
std::cout << "X rotation: " << x_rot << "\n";
}
}
app->SetCursorPosition(screen_x / 2, screen_y / 2);
this->old_mouse_x = float(screen_x / 2 - app->GetInput().GetMouseX());
this->old_mouse_y = float(screen_y / 2 - app->GetInput().GetMouseY());
}
答案 0 :(得分:7)
替换所有glm :: vec3(0,1,0); by glm :: vec3(0.0f,1.0f,0.0f);
至于vec-mac乘法,AquilaRapax是正确的,因为你只能将mat4与vec4相乘。但由于你是方向相乘,4rth坐标应该是0.0f,而不是1.0f。这样可以忽略翻译(1.0会将它们考虑在内,这是你不想要的)
有关矩阵的详细信息,请参阅http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/。
然而,保留vec3而不是vec4通常是一个好主意,主要是为了清晰起见(即glm :: vec3 mPosition而不是glm :: vec4 mPosition)。因此,有两个这样的功能(未经测试)是很方便的:
glm::vec3 TransformDirection(glm::vec3 pDirection, glm::mat4 pMatrix){
return pMatrix * glm::vec4(pDirection, 0.0f);
}
glm::vec3 TransformPosition(glm::vec3 pDirection, glm::mat4 pMatrix){
return pMatrix * glm::vec4(pDirection, 1.0f);
}
答案 1 :(得分:0)
在process::mouse
结束时,您将坐标保存在old_mouse_x
和old_mouse_y
中,然后将光标移动到屏幕中间。如果您执行此操作old_mouse_x
,则old_mouse_y
将失效。您需要做的是在重新定位光标后设置这些变量:
app->SetCursorPosition(app->GetWidth() / 2, app->GetHeight() / 2);
this->old_mouse_x = app->GetWidth() / 2;
this->old_mouse_y = app->GetHeight() / 2;