我试图使用glTranslate / glRotate编写摄像头代码。为了实现查找/查找功能,我需要渲染空间中的所有对象围绕一个点(即"相机"所在的位置)旋转,这点通常与原点不同。尽管如此,事物仍在原点周围旋转。有没有办法指定不同的点?
编辑:添加了代码
感谢您的快速回复。似乎无论如何我都无法正常工作,所以我决定添加我的代码;如果有人可以看一下并告诉我需要进行哪些更改才能翻译/旋转/翻译,我会非常感激。
#include <iostream>
#include <cmath>
#include <GLUT/GLUT.h>
const double roaming_step = .13;
double z_offset = .0;
double y_offset = .0;
double x_offset = .0;
const double angle_step = 1.5;
double angle_xz = .0;
double angle_yz = .0;
bool keyStates[256] = { false };
void drawFloor()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glVertex3f(-3.0, -1.0, 3.0);
glVertex3f(-3.0, -1.0, -3.0);
glVertex3f(3.0, -1.0, -3.0);
glVertex3f(3.0, -1.0, 3.0);
glEnd();
}
void drawBalls()
{
glTranslatef(-3.0, -.5, -3.0);
glColor3f(.8, .1, .1);
for(int i = 0; i < 3; i++)
{
glPushMatrix();
glTranslatef(.0, -.5, i * 3);
for(int j = 0; j < 3; j++)
{
glPushMatrix();
glTranslatef(j * 3, .0, .0);
glutSolidSphere(.5, 20, 20);
glPopMatrix();
}
glPopMatrix();
}
}
void keyPressed(unsigned char key, int x, int y)
{
keyStates[key] = true;
}
void keyReleased(unsigned char key, int x, int y)
{
keyStates[key] = false;
}
void keyboardOperations()
{
if(keyStates['w'])
z_offset += roaming_step;
if(keyStates['s'])
z_offset -= roaming_step;
if(keyStates['a'])
x_offset += roaming_step;
if(keyStates['d'])
x_offset -= roaming_step;
if(keyStates['i'])
{
angle_xz -= angle_step;
if(angle_xz < .0)
angle_xz += 360.0;
}
if(keyStates['o'])
{
angle_xz += angle_step;
if(angle_xz >= 360.0)
angle_xz -= 360.0;
}
if(keyStates['u'])
{
angle_yz -= angle_step;
if(angle_yz < .0)
angle_yz += 360.0;
}
if(keyStates['j'])
{
angle_yz += angle_step;
if(angle_yz >= 360.0)
angle_yz -= 360.0;
}
if(keyStates['q'])
exit(0);
}
// I guess it has to be done in this function
// but didn't get how
void camera()
{
glLoadIdentity();
// Forward / Backward
glTranslated(.0, .0, z_offset);
// Left / Right
glTranslated(x_offset, .0, .0);
// XZ Rotation
glRotated(angle_xz, .0, 1.0, .0);
// YZ Rotation
glRotated(angle_yz, 1.0, .0, .0);
}
void display(void)
{
keyboardOperations();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
camera();
drawFloor();
drawBalls();
glutSwapBuffers();
}
void reshape(int width, int height)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
GLdouble aspect = (GLdouble) width / (GLdouble) height;
gluPerspective(60, aspect, 1, 100);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(0, 0);
glutCreateWindow("openGLtest3");
glClearColor(.0, .0, .0, .0);
glEnable(GL_DEPTH_TEST);
glShadeModel(GL_FLAT);
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutIdleFunc(display);
glutIgnoreKeyRepeat(true);
glutKeyboardFunc(keyPressed);
glutKeyboardUpFunc(keyReleased);
glutMainLoop();
return 0;
}
答案 0 :(得分:2)
在openGL中,glRotation
功能将原点作为参考。为了围绕一个点(在这种情况下是您的相机坐标)旋转,您应该将相机位置转换为原点(相应地翻译所有对象),然后应用旋转功能。然后您可以将相机翻转回来(包含所有对象) )
假设你的相机位置是(a,b,c),所以你的代码应该是这样的:
foreach object
{
glPushMatrix();
glTranslate(a,b,c);
glRotate(...);
glTranslate(-a,-b,-c);
//render
glPopMatrix();
}