四元数相机在“目标轴”上转动

时间:2013-10-27 16:43:40

标签: c++ opengl camera quaternions glm-math

我正在开发一个2D / 3D游戏引擎,可在那里找到:https://github.com/crakouille/ngengine

图书馆3D相机类在include / video / D3 / camera / camera.h中定义

我存储了gluLookAt中所需的向量:

glm::vec3 _position;
glm::vec3 _target;
glm::vec3 _normal;

在examples / 05_3D中编写FreeFly Camera实现(使用Library 3D Camera),使用球坐标。效果很好。

在examples / 06_CameraQuat中,使用Quaternions编写了另一个FreeFly Camera实现。我的问题就在那里。

当我在Axis上旋转时,它运行良好,但是当我在两个Axis上旋转时(通过用鼠标做圆圈),相机会在目标轴上旋转,这是一个问题。

没有错误(05_3D示例):

Without bug (05_3D example)

目标轴旋转的错误(06_CameraQuat)。

With a bug(06_CameraQuat)

以下是相机的代码:

FreeFly.h:

class FreeFly : public nge::video::D3::Camera {

  public:

    ...

    void rotateForward(double angle); // rotate around on the forward axis
    void rotateLeft(double angle); // rotate around on the left axis
    void rotateNormal(double angle); // rotate around on the normal axis

  private:

    void updateVectRel(); // update _targetRel, _leftRel and _normalRel

    glm::quat _quat; // the quaternion which contains the rotations

    glm::vec3 _targetRel; // the target vector, normalized, relative to _position
    glm::vec3 _leftRel; // the left vector, normalized
    glm::vec3 _normalRel; // the normal vector (up), normalized
};

FreeFly.cpp:

#include <06_CameraQuat/FreeFly.h>
#include <glm/gtx/quaternion.hpp>

......

void FreeFly::rotateForward(double angle)
{
  glm::quat q2 = glm::angleAxis((float) -angle, _targetRel);
  q2 = glm::normalize(q2);

  // q2 represents the rotation around the forward axis

  _quat = _quat * q2; // adding the rotation to _quat

  this->updateVectRel(); // updating the vectors

}

void FreeFly::rotateLeft(double angle)
{
  // idem with left axis
  glm::quat q2 = glm::angleAxis((float) -angle, _leftRel);
  q2 = glm::normalize(q2);
  _quat = _quat * q2;//glm::cross(_quat, q2);

  this->updateVectRel();
}

void FreeFly::rotateNormal(double angle)
{
  // idem with normal axis
  glm::quat q2 = glm::angleAxis((float) -angle, _normalRel);
  _quat = _quat * q2; //glm::cross(_quat, q2);

  this->updateVectRel();
}

void FreeFly::updateVectRel()
{ 
  _targetRel = glm::dvec3(1., 0., 0.);
  _leftRel = glm::dvec3(0., -1., 0.);
  _normalRel = glm::dvec3(0., 0., 1.);

  _quat = glm::normalize(_quat);

  _targetRel =  _targetRel * _quat;
  _leftRel = _leftRel * _quat;
  _normalRel = _normalRel * _quat;

  _target = _position + _targetRel;
  _normal = _normalRel;
}

编辑:

为什么我的相机会在目标轴上旋转?

注意: 当我沿着顺时针/逆时针方向用鼠标做圆圈时,围绕目标轴的旋转也分别是顺时针/逆时针方向。

0 个答案:

没有答案