【发布时间】:2014-04-27 12:29:18
【问题描述】:
我创建了一个 LookAt 相机。我确实通过同时改变位置和目标位置来移动它。我还为每个轴添加了一个旋转值,这就是 get Matrix 的样子:
Camera::Camera() : m_pos(XMFLOAT3(0.0f, 0.0f, 0.0f)), m_target(XMFLOAT3(0.0f, 0.0f, 0.0f)), m_upVec(XMFLOAT3(0.0f, 1.0f, 0.0f)), m_rotation(XMFLOAT3(0.0f, 0.0f, 0.0f))
{
}
Camera::Camera(XMFLOAT3 position, XMFLOAT3 target) : m_pos(position), m_target(target), m_upVec(XMFLOAT3(0.0f, 1.0f, 0.0f))
{
}
Camera::~Camera()
{
}
XMMATRIX Camera::getViewMatrix()
{
XMMATRIX lookAt = XMMatrixLookAtLH(XMLoadFloat3(&m_pos), XMLoadFloat3(&m_target), XMLoadFloat3(&m_upVec));
//XMMATRIX translation = XMMatrixTranslation(m_pos.x, m_pos.y, m_pos.z); //tryed adding this
XMMATRIX rotationX = XMMatrixRotationX(m_rotation.x);
XMMATRIX rotationY = XMMatrixRotationY(m_rotation.y);
XMMATRIX rotationZ = XMMatrixRotationZ(m_rotation.z);
return lookAt * rotationX * rotationY * rotationZ;
}
void Camera::setPos(XMFLOAT3 pos, XMFLOAT3 target)
{
m_target = target;
m_pos = pos;
}
void Camera::setRotation(XMFLOAT3 rot)
{
m_rotation = rot;
}
XMFLOAT3 Camera::getPosition()
{
return m_pos;
}
XMFLOAT3 Camera::getRotation()
{
return m_rotation;
}
XMFLOAT3 Camera::getTarget()
{
return m_target;
}
我正在尝试根据其位置移动相机,但它始终沿轴移动。不在“它的坐标系”中。
这是一个移动和旋转的例子:
if (m_keyBoardKeys[DIK_UP] & 0x80)
{
m_camera->setPos(XMFLOAT3(m_camera->getPosition().x,
m_camera->getPosition().y - movementspeed*delta, m_camera->getPosition().z),
XMFLOAT3(m_camera->getTarget().x, m_camera->getTarget().y - movementspeed*delta,
m_camera->getTarget().z));
}
//check if pressed
if (m_keyBoardKeys[DIK_C] & 0x80)
{
m_camera->setRotation(XMFLOAT3(m_camera->getRotation().x,
m_camera->getRotation().y + movementspeed*delta/4, m_camera->getRotation().z));
}
这个矩阵在每个渲染周期都被添加到着色器中并且相乘正确。
PS_Input VS_Main(VS_Input vertex)
{
PS_Input vsOut = (PS_Input)0;
float4 worldPos = mul(vertex.pos, worldMatrix); //rotation and position of the current rendered object
vsOut.pos = mul(worldPos, viewMatrix); // camera matrix
vsOut.pos = mul(vsOut.pos, projMatrix); // perspective projection matrix
vsOut.tex0 = vertex.tex0;
vsOut.norm = mul(vertex.norm, (float3x3)worldMatrix);
vsOut.norm = normalize(vsOut.norm);
float3 lightPos = float3(0.0f, 500.0f, 50.0f);
vsOut.lightVec = normalize(lightPos - worldPos);
vsOut.viewVec = normalize(cameraPos - worldPos);
return vsOut;
}
问题是:如何让相机在它的空间而不是在全局空间中移动,但仍然按它的轴旋转?
【问题讨论】:
-
move in it's space not in global space是什么意思? -
更准确地说,您想在对象空间中平移和旋转相机吗?
-
如果我向左推,我想把它向左移动。目前它在全局空间而不是在对象空间中向左移动。所以相机的平移应该取决于旋转。希望你明白我的意思
标签: c++ camera projection direct3d