我的更新功能是围绕视轴(滚动)添加旋转,这是随着时间的推移而增加的。我只想更改偏航和俯仰部分。
我的计算错误还是浮动精度?
m_orientation是我持有最终轮换的全球Quaterion。 Q是glm :: quat的类型。 V是glm :: vec3
return [this](glm::vec2 ls, glm::vec2 rs, double dTime) {
auto rightVec = m_orientation * V(1, 0, 0);
Q q1 = glm::angleAxis(-rs.x * (float)dTime, V(0,1,0)); // yaw
Q q2 = glm::angleAxis(rs.y * (float)dTime, rightVec); // pitch
auto roll = glm::roll(m_orientation);
printf("%f\n", roll);
m_orientation = q1 * m_orientation;
m_orientation = q2 * m_orientation;
m_position += m_orientation * V(1, 0, 0) * ls.x * (float)dTime * sensitivity; //sidewards
m_position += m_orientation * V(0, 0, -1) * ls.y * (float)dTime * sensitivity; //forwards
buildViewMatrix();
};
答案 0 :(得分:0)
解决了2次更改
auto q2 = glm::angleAxis(rs.y * (float)dTime, V(1,0,0)); // pitch
m_orientation = q1 * m_orientation * q2;