我有一些代码,但矩阵方向不符合我的目的,有人可以教我如何转换它的方向,它目前设置为XZY,但我想它反映XYZ,有人可以请高亮必须做什么?
当我做vertex3f(100,100,10);例如,10值应反映我网格上的Z值。
这是我的代码:
#include <stdlib.h>
#include <math.h>
#include <stdio.h>
#include <Windows.h>
#include <glut.h>
#include <iostream>
using namespace std;
const float sensitivity = 0.005;
const float walk_speed = 0.5;
float cam_pos[3] = { 100.5, 10.0f, 50 };
float cam_view[3] = { -1.0f, 0.0f, 1.0f };
static int old_x, old_y, half_width, half_height;
int width = 1024, height = 768;
void updateKeys()
{
if (GetAsyncKeyState('W')){
cam_pos[0] += cam_view[0] * walk_speed;
cam_pos[1] += cam_view[1] * walk_speed;
cam_pos[2] += cam_view[2] * walk_speed;
}
if (GetAsyncKeyState('S')){
cam_pos[0] -= cam_view[0] * walk_speed;
cam_pos[1] -= cam_view[1] * walk_speed;
cam_pos[2] -= cam_view[2] * walk_speed;
}
if (GetAsyncKeyState('A')){
cam_pos[0] += cam_view[2] * walk_speed;
cam_pos[2] -= cam_view[0] * walk_speed;
}
if (GetAsyncKeyState('D')){
cam_pos[0] -= cam_view[2] * walk_speed;
cam_pos[2] += cam_view[0] * walk_speed;
}
if (GetAsyncKeyState(VK_SPACE)){
cam_pos[1] += walk_speed;
}
}
void renderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//3d camera
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(
cam_pos[0], cam_pos[1], cam_pos[2],
cam_pos[0] + cam_view[0], cam_pos[1] + cam_view[1], cam_pos[2] + cam_view[2],
0.0f, 1.0f, 0.0f);
//render grid
glBegin(GL_LINES);
for (int i = 0; i <= 100; i++) {
if (i == 0) { glColor3f(.6, .3, .3); }
else { glColor3f(.25, .25, .25); };
glVertex3f(i, 0, 0);
glVertex3f(i, 0, 100);
if (i == 0) { glColor3f(.3, .3, .6); }
else { glColor3f(.25, .25, .25); };
glVertex3f(0, 0, i);
glVertex3f(100, 0, i);
};
glEnd();
glEnable(GL_POINT_SMOOTH);
glPointSize(50.0f);
glColor3f(1, 0, 0);
glBegin(GL_POINTS);
glVertex3f(0, 0, 0);
//X, Z, Y
glVertex3f(10, -10, 10);
glEnd();
updateKeys();
glutSwapBuffers();
}
void normalize(float *v)
{
float magnitude = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] /= magnitude;
v[1] /= magnitude;
v[2] /= magnitude;
}
void rotate_view(float *view, float angle, float x, float y, float z)
{
float new_x;
float new_y;
float new_z;
float c = cos(angle);
float s = sin(angle);
new_x = (x*x*(1 - c) + c) * view[0];
new_x += (x*y*(1 - c) - z*s) * view[1];
new_x += (x*z*(1 - c) + y*s) * view[2];
new_y = (y*x*(1 - c) + z*s) * view[0];
new_y += (y*y*(1 - c) + c) * view[1];
new_y += (y*z*(1 - c) - x*s) * view[2];
new_z = (x*z*(1 - c) - y*s) * view[0];
new_z += (y*z*(1 - c) + x*s) * view[1];
new_z += (z*z*(1 - c) + c) * view[2];
view[0] = new_x;
view[1] = new_y;
view[2] = new_z;
normalize(view);
}
void motion(int x, int y)
{
float rot_x, rot_y;
float rot_axis[3];
x -= half_width;
y -= half_height;
rot_x = -(float)(x - old_x) * sensitivity;
rot_y = -(float)(y - old_y) * sensitivity;
old_x = x;
old_y = y;
rotate_view(cam_view, rot_x, 0.0f, 1.0f, 0.0f);
rot_axis[0] = -cam_view[2];
rot_axis[1] = 0.0f;
rot_axis[2] = cam_view[0];
normalize(rot_axis);
rotate_view(cam_view, rot_y, rot_axis[0], rot_axis[1], rot_axis[2]);
}
void mouse(int button, int state, int x, int y)
{
old_x = x - half_width;
old_y = y - half_height;
glutPostRedisplay();
}
void idle()
{
glutPostRedisplay();
}
void keys(unsigned char c, int x, int y)
{
glutPostRedisplay();
cout << "camera view: :" << cam_view[0] << "," << cam_view[1] << "," << cam_view[2] << endl;
}
void reshape(int w, int h)
{
width = w;
height = h;
half_height = w / 2;
half_width = h / 2;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (double)w / (double)h, 1.0, 10000.0);
glViewport(0, 0, w, h);
}
//----------------------------------------------------------------------
// Main program
//----------------------------------------------------------------------
int main(int argc, char **argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA);
glutInitWindowPosition(100, 100);
glutInitWindowSize(width, height);
glutCreateWindow("OpenGL");
glutDisplayFunc(renderScene);
glutKeyboardFunc(keys);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMotionFunc(motion);
glutIdleFunc(idle);
// OpenGL init
glEnable(GL_DEPTH_TEST);
// enter GLUT event processing cycle
glutMainLoop();
return 0; // this is just to keep the compiler happy
}
答案 0 :(得分:1)
使用转换矩阵&#34;重新映射&#34;价值。您可以像往常一样在模型视图上推送该矩阵。
单位矩阵是:
(1, 0, 0; 0, 1, 0; 0, 0, 1)
你的矩阵将是:
(1, 0, 0; 0, 0, 1; 0, 1, 0)
我想你可以发现差异。您可以相应地扩展到4D矩阵以获得齐次坐标。