【发布时间】:2019-04-06 01:10:56
【问题描述】:
所以我正在尝试制作一个相机来查看我创建的对象,并且该对象应旋转以响应鼠标和键盘输入。鼠标提供俯仰和偏航旋转,键盘处理滚动。
到目前为止,我管理的是这个代表四元数相机的类:
QuaternionCamera::QuaternionCamera(vec3 direction)
{
this->initial_state = quat(1, 0, 0, 0);
this->distance = direction;
}
void QuaternionCamera::RotateCamera(float Xangle, float Yangle, float Zangle) {
quat temp = initial_state.qFromAngleAxis(Xangle, vec4(1,0,0,1));
quat temp2 = temp * initial_state.qFromAngleAxis(Yangle, vec4(0,1,0,1));
quat temp3 = temp2 * initial_state.qFromAngleAxis(Zangle, vec4(0, 0, 1, 1));
initial_state = initial_state * temp3;
initial_state = initial_state.qNormalize();
}
mat4 QuaternionCamera::ViewMatrix() {
mat4 rotatingMatrixFromQuaternion = initial_state.qGLMatrix(initial_state, mat4());
mat4 res = MatrixFactory::translationMatrix(distance);
return res*rotatingMatrixFromQuaternion;
}
它的工作原理很简单,当鼠标被点击和移动时,RotateCamera 函数被 RotateCamera(Pitch, Yaw, 0) 调用,当键盘被按下时我用 RotateCamera(0, 0, Roll )。这里的问题是对象绕着奇怪的轴旋转,而不是绕着自己的轴旋转。
要正确理解我想要达到的目标,请观看此视频: Video of Quaternion Functioning
【问题讨论】:
标签: c++ opengl 3d rotation quaternions