我正在使用LWJGL和OpenGL 3.2为OpenGL编写Java游戏引擎。 每当移动鼠标旋转相机时,它都会增加滚动以及俯仰和偏航。
相机代码
public Matrix4f getViewMatrix() {
getParent().getTransform().getWorldRot().mul(rotation, (Quaternion) null).toRotationMatrix(viewMatrix);
viewMatrix.mul(Matrix4f.setTranslation(getParent().getTransform().getWorldPos(), null));
return viewMatrix;
}
public boolean mouseMoved(MouseEvent event) {
Quaternion.mul(rotation, new Quaternion((float) Math.toRadians(event.x / 1f), rotation.getUp(null)), rotation);
Quaternion.mul(rotation, new Quaternion((float) Math.toRadians(event.y / 1f), rotation.getRight(null)), rotation);
return true;
}
四元数代码
public Vector4f getRight(Vector4f dest) {
if (dest == null)
dest = new Vector4f();
dest.x = 1.0f - 2.0f * (y * y + z * z);
dest.y = 2.0f * (x * y - w * z);
dest.z = 2.0f * (x * z + w * y);
return dest;
}
public Vector4f getUp(Vector4f dest) {
if (dest == null)
dest = new Vector4f();
dest.x = 2.0f * (x * y + w * z);
dest.y = 1.0f - 2.0f * (x * x + z * z);
dest.z = 2.0f * (y * z - w * x);
return dest;
}
public Vector4f getForward(Vector4f dest) {
if (dest == null)
dest = new Vector4f();
dest.x = 2.0f * (x * z - w * y);
dest.y = 2.0f * (y * z + w * x);
dest.z = 1.0f - 2.0f * (x * x + y * y);
return dest;
}
答案 0 :(得分:0)
我不需要起床。
public boolean mouseMoved(MouseEvent event) {
Quaternion.mul(rotation, new Quaternion((float) Math.toRadians(event.x / 1f), Vector4f.UP), rotation);
Quaternion.mul(rotation, new Quaternion((float) Math.toRadians(event.y / 1f), rotation.getRight(null)), rotation);
return true;
}