第一人称相机移动眼睛的奇怪行为

时间:2014-01-20 13:35:41

标签: java opengl matrix camera lwjgl

我正在尝试使用Java / LWJGL进行游戏/演示并且遇到第一人称摄像头的麻烦:

我使用 W A S D 来移动eye向量,但是奇怪的事情正在发生:

  • 当我把眼睛移开或移动到我身边时,右边的。视图的左侧部分被阻挡以供查看。
  • 当我将眼睛移到我的右边或左边时,然后是顶部的。视图的底部部分被我的视图阻止。

我已经成功实现了鼠标移动(环顾四周),相关的代码片段现在:

注意:Matrix4f类按列主要顺序工作)

Matrix4f viewMatrix = new Matrix4f();

private void checkKeys() {
    if (isKeyCurrentlyDown(Keyboard.KEY_W)) {
        eye.updateTranslate(1.0f, 0.0f, 0.0f);
        updateView();
    }
    else if (isKeyCurrentlyDown(Keyboard.KEY_S)) {
        eye.updateTranslate(-1.0f, 0.0f, 0.0f);
        updateView();
    }
    else if (isKeyCurrentlyDown(Keyboard.KEY_A)) {
        eye.updateTranslate(0.0f, -1.0f, 0.0f);
        updateView();
    }
    else if (isKeyCurrentlyDown(Keyboard.KEY_D)) {
        eye.updateTranslate(0.0f, 1.0f, 0.0f);
        updateView();
    }
}

private void updateView() {
    System.out.println("eye = " + eye);
    viewMatrix.identity().viewFPS(eye, roll, yaw, pitch);
    System.out.println("viewMatrix = " + viewMatrix);
    Uniforms.setUniformMatrix4(UNIFORM_VIEW_MATRIX, false, viewMatrix);
}

@Override
protected void render(final double msDelta) {
    super.render(msDelta);

    glClearColor(0.0f, 0.25f, 0.0f, 1.0f);
    glClearDepthf(1f);
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    program.use();

    for (int i = 0; i < 24; i++) {
        float fVar = i + currentTime / 1000f * 0.3f;
        modelviewMatrix.identity()
                .translate(0.0f, 0.0f, -8.0f)
                .rotate(currentTime / 1000f * 45.0f, 0.0f, 1.0f, 0.0f)
                .rotate(currentTime / 1000f * 21.0f, 1.0f, 0.0f, 0.0f)
                .translate(
                    (float)Math.sin(2.1f * fVar) * 2.0f,
                    (float)Math.cos(1.7f * fVar) * 2.0f,
                    (float)Math.sin(1.3f * fVar) * (float)Math.cos(1.5f * fVar) * 2.0f
                );
        Uniforms.setUniformMatrix4(UNIFORM_MODEL_MATRIX, false, modelviewMatrix.writeToFloatBuffer(modelViewMatrixBuffer));
        program.drawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
    }
}

#version 440 core

layout(location = 0) in vec4 position;

out VS_OUT {
    vec4 color;
} vs_out;

layout(location = 0) uniform mat4 model_matrix;
layout(location = 1) uniform mat4 view_matrix;
layout(location = 2) uniform mat4 proj_matrix;

void main() {
    gl_Position = proj_matrix * view_matrix * model_matrix * position;
    vs_out.color = position * 2.0 + vec4(0.5, 0.5, 0.5, 0.0);
}

public enum UniformLocation {
    UNIFORM_MODEL_MATRIX(0),
    UNIFORM_VIEW_MATRIX(1),
    UNIFORM_PROJECTION_MATRIX(2)
    ;

    private final int location;

    private UniformLocation(final int location) {
        this.location = location;
    }

    public int getLocation() {
        return this.location;
    }
}

//Column-major order

public Matrix4f viewFPS(final Vector3f eye, final float rollAngle, final float yawAngle, final float pitchAngle) {
    //roll = rolling your head, Q&E
    //yaw = looking left/right, mouseY
    //pitch = looking up/down, mouseX
    float sinRoll = (float)Math.sin(Math.toRadians(rollAngle));
    float cosRoll = (float)Math.cos(Math.toRadians(rollAngle));
    float sinYaw = (float)Math.sin(Math.toRadians(yawAngle));
    float cosYaw = (float)Math.cos(Math.toRadians(yawAngle));
    float sinPitch = (float)Math.sin(Math.toRadians(pitchAngle));
    float cosPitch = (float)Math.cos(Math.toRadians(pitchAngle));

    Vector3f xAxis = new Vector3f(
        cosYaw * cosPitch,
        sinYaw * cosPitch,
        -sinPitch
    );
    Vector3f yAxis = new Vector3f(
        cosYaw * sinPitch * sinRoll - sinYaw * cosRoll,
        sinYaw * sinPitch * sinRoll + cosYaw * cosRoll,
        cosPitch * sinRoll
    );
    Vector3f zAxis = new Vector3f(
        cosYaw * sinPitch * cosRoll + sinYaw * sinRoll,
        sinYaw * sinPitch * cosRoll - cosYaw * sinRoll,
        cosPitch * cosRoll
    );
    return multiply(
        xAxis.getX(),   xAxis.getY(),   xAxis.getZ(),   -xAxis.dot(eye),    //X column
        yAxis.getX(),   yAxis.getY(),   yAxis.getZ(),   -yAxis.dot(eye),    //Y column  
        zAxis.getX(),   zAxis.getY(),   zAxis.getZ(),   -zAxis.dot(eye),    //Z column
        0.0f,           0.0f,           0.0f,           1.0f                //W column
    );
}

我真的不知道为什么相机表现得如此古怪,甚至意味着什么? 图片的某些部分突然变得不再可见了?

更新:这可能与viewFPS()方法有关,因为翻译看起来有些奇怪,有人可以确认吗?

1 个答案:

答案 0 :(得分:1)

注意到在viewFPS中,您将旋转和平移组合在一个矩阵乘法中。

我不熟悉构建矩阵的方式,但我可以告诉你什么对我有用。

  • 创建3个矩阵,一个用于X旋转,Y旋转和Z旋转值。
  • 按照您想要的顺序乘以这些矩阵。 (我用Z,Y然后X)
  • 将结果与翻译矩阵相乘。 (即你眼睛的位置)
  • 生成的矩阵是您的视图矩阵。

这可能不如您使用的方法有效,但是让它工作然后从那里优化是很好的吗?拆分旋转轴还可以一次调试1个轴。

我使用的旋转矩阵:

enter image description here

enter image description here

enter image description here

其中,(phi)和(psi)是围绕X,Y和Z轴的旋转。(http://www.fastgraph.com/makegames/3drotation/