处理相机旋转的正确方法
Proper way to handle camera rotations
让我们从考虑两种类型的相机旋转开始:
相机围绕一个点(轨道)旋转:
def rotate_around_target(self, target, delta):
right = (self.target - self.eye).cross(self.up).normalize()
amount = (right * delta.y + self.up * delta.x)
self.target = target
self.up = self.original_up
self.eye = (
mat4.rotatez(amount.z) *
mat4.rotatey(amount.y) *
mat4.rotatex(amount.x) *
vec3(self.eye)
)
相机旋转目标(FPS)
def rotate_target(self, delta):
right = (self.target - self.eye).cross(self.up).normalize()
self.target = (
mat4.translate(self.eye) *
mat4().rotate(delta.y, right) *
mat4().rotate(delta.x, self.up) *
mat4.translate(-self.eye) *
self.target
)
然后只是一个更新函数,其中 projection/view 矩阵是从 eye/target/up 相机向量中计算出来的:
def update(self, aspect):
self.view = mat4.lookat(self.eye, self.target, self.up)
self.projection = mat4.perspective_fovx(
self.fov, aspect, self.near, self.far
)
当相机视图方向平行于上轴(此处为 z-up)时,这些旋转功能会出现问题...此时相机的行为非常糟糕,所以我会遇到这样的故障如:
所以我的问题是,我怎样才能调整上面的代码,使相机进行完整的旋转,而不会使最终结果在某些边缘点看起来很奇怪(相机轴翻转 :/)?
我希望拥有与许多 DCC 软件包(3dsmax、maya 等)相同的行为,它们可以完全旋转而不会出现任何奇怪的行为。
编辑:
对于那些想尝试一下数学的人,我决定创建一个能够重现所解释问题的真正简约版本:
import math
from ctypes import c_void_p
import numpy as np
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import glm
class Camera():
def __init__(
self,
eye=None, target=None, up=None,
fov=None, near=0.1, far=100000
):
self.eye = eye or glm.vec3(0, 0, 1)
self.target = target or glm.vec3(0, 0, 0)
self.up = up or glm.vec3(0, 1, 0)
self.original_up = glm.vec3(self.up)
self.fov = fov or glm.radians(45)
self.near = near
self.far = far
def update(self, aspect):
self.view = glm.lookAt(
self.eye, self.target, self.up
)
self.projection = glm.perspective(
self.fov, aspect, self.near, self.far
)
def rotate_target(self, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
M = glm.mat4(1)
M = glm.translate(M, self.eye)
M = glm.rotate(M, delta.y, right)
M = glm.rotate(M, delta.x, self.up)
M = glm.translate(M, -self.eye)
self.target = glm.vec3(M * glm.vec4(self.target, 1.0))
def rotate_around_target(self, target, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
amount = (right * delta.y + self.up * delta.x)
M = glm.mat4(1)
M = glm.rotate(M, amount.z, glm.vec3(0, 0, 1))
M = glm.rotate(M, amount.y, glm.vec3(0, 1, 0))
M = glm.rotate(M, amount.x, glm.vec3(1, 0, 0))
self.eye = glm.vec3(M * glm.vec4(self.eye, 1.0))
self.target = target
self.up = self.original_up
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
class GlutController():
FPS = 0
ORBIT = 1
def __init__(self, camera, velocity=100, velocity_wheel=100):
self.velocity = velocity
self.velocity_wheel = velocity_wheel
self.camera = camera
def glut_mouse(self, button, state, x, y):
self.mouse_last_pos = glm.vec2(x, y)
self.mouse_down_pos = glm.vec2(x, y)
if button == GLUT_LEFT_BUTTON:
self.mode = self.FPS
elif button == GLUT_RIGHT_BUTTON:
self.mode = self.ORBIT
def glut_motion(self, x, y):
pos = glm.vec2(x, y)
move = self.mouse_last_pos - pos
self.mouse_last_pos = pos
if self.mode == self.FPS:
self.camera.rotate_target(move * 0.005)
elif self.mode == self.ORBIT:
self.camera.rotate_around_origin(move * 0.005)
class MyWindow:
def __init__(self, w, h):
self.width = w
self.height = h
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w, h)
glutCreateWindow('OpenGL Window')
self.startup()
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.display)
glutMouseFunc(self.controller.glut_mouse)
glutMotionFunc(self.controller.glut_motion)
glutIdleFunc(self.idle_func)
def startup(self):
glEnable(GL_DEPTH_TEST)
aspect = self.width / self.height
self.camera = Camera(
eye=glm.vec3(10, 10, 10),
target=glm.vec3(0, 0, 0),
up=glm.vec3(0, 1, 0)
)
self.model = glm.mat4(1)
self.controller = GlutController(self.camera)
def run(self):
glutMainLoop()
def idle_func(self):
glutPostRedisplay()
def reshape(self, w, h):
glViewport(0, 0, w, h)
self.width = w
self.height = h
def display(self):
self.camera.update(self.width / self.height)
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(glm.degrees(self.camera.fov), self.width / self.height, self.camera.near, self.camera.far)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
e = self.camera.eye
t = self.camera.target
u = self.camera.up
gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, 0, -5)
glVertex3f(i, 0, 5)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 0, 0)
glVertex3f(-5, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, -5, 0)
glVertex3f(0, 5, 0)
glColor3f(0, 0, 1)
glVertex3f(0, 0, -5)
glVertex3f(0, 0, 5)
glEnd()
glutSwapBuffers()
if __name__ == '__main__':
window = MyWindow(800, 600)
window.run()
我建议围绕视图中的枢轴旋转 space
你必须知道视图矩阵(V
)。由于视图矩阵是在 self.eye
、self.target
和 self.up
中编码的,因此必须通过 lookAt
计算:
V = glm.lookAt(self.eye, self.target, self.up)
计算视图space中的pivot
、旋转角度和旋转轴。在这种情况下,轴是向右旋转的方向,其中 y 轴必须翻转:
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
设置旋转矩阵R
并计算绕轴心的比例矩阵RP
。最后通过旋转矩阵变换视图矩阵(V
)。结果是新的视图矩阵NV
:
R = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V
从新视图矩阵 NV
:
中解码 self.eye
、self.target
和 self.up
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
方法的完整编码 rotate_around_target_view
:
def rotate_around_target_view(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
最后它可以围绕世界原点和眼睛位置甚至任何其他点旋转。
def rotate_around_origin(self, delta):
return self.rotate_around_target_view(glm.vec3(0), delta)
def rotate_target(self, delta):
return self.rotate_around_target_view(self.eye, delta)
或者,可以在模型的世界 space 中执行旋转。解决方案非常相似。
旋转是在世界 space 中完成的,因此不必将轴心转换为视图 space 并且在视图矩阵 (NV = V * RP
):
之前应用旋转
def rotate_around_target_world(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = target
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = V * RP
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
def rotate_around_origin(self, delta):
return self.rotate_around_target_world(glm.vec3(0), delta)
当然可以将这两种解决方案结合起来。通过垂直拖动(上下),视图可以在其水平轴上旋转。通过水平(左右)拖动模型(世界)可以绕其(向上)轴旋转:
def rotate_around_target(self, target, delta):
if abs(delta.x) > 0:
self.rotate_around_target_world(target, glm.vec3(delta.x, 0.0, 0.0))
if abs(delta.y) > 0:
self.rotate_around_target_view(target, glm.vec3(0.0, delta.y, 0.0))
我为了实现微创的方法,考虑到问题的原代码,我提出如下建议:
操作后视图的目标应该是函数rotate_around_target
的输入参数target
。
水平鼠标移动应围绕世界的向上矢量旋转视图
鼠标垂直移动应围绕当前水平轴倾斜视图
我想到了以下方法:
计算当前视线(los
)、向上矢量(up
)和水平轴(right
)
通过将向上矢量投影到由原始向上矢量和当前视线给定的平面来垂直向上矢量。这是由 Gram–Schmidt orthogonalization.
提供的
围绕当前水平轴倾斜。这意味着 los
和 up
围绕 right
轴旋转。
围绕向上向量旋转。 los
和 right
围绕 up
旋转。
Calculate set the up and calculate the eye and target position,这里的target由输入参数target设置:
def rotate_around_target(self, target, delta):
# get directions
los = self.target - self.eye
losLen = glm.length(los)
right = glm.normalize(glm.cross(los, self.up))
up = glm.cross(right, los)
# upright up vector (Gram–Schmidt orthogonalization)
fix_right = glm.normalize(glm.cross(los, self.original_up))
UPdotX = glm.dot(fix_right, up)
up = glm.normalize(up - UPdotX * fix_right)
right = glm.normalize(glm.cross(los, up))
los = glm.cross(up, right)
# tilt around horizontal axis
RHor = glm.rotate(glm.mat4(1), delta.y, right)
up = glm.vec3(RHor * glm.vec4(up, 0.0))
los = glm.vec3(RHor * glm.vec4(los, 0.0))
# rotate around up vector
RUp = glm.rotate(glm.mat4(1), delta.x, up)
right = glm.vec3(RUp * glm.vec4(right, 0.0))
los = glm.vec3(RUp * glm.vec4(los, 0.0))
# set eye, target and up
self.eye = target - los * losLen
self.target = target
self.up = up
那么多重新发明轮子的方法不是吗?这是一个简洁的选项(改编自 Opengl Development Cookbook M.M.Movania 第 2 章中的目标相机概念):
首先创建新的方向(旋转)矩阵(更新为使用累积的鼠标增量)
# global variables somewhere appropriate (or class variables)
mouseX = 0.0
mouseY = 0.0
def rotate_around_target(self, target, delta):
global mouseX
global mouseY
mouseX += delta.x/5.0
mouseY += delta.y/5.0
glm::mat4 M = glm::mat4(1)
M = glm::rotate(M, delta.z, glm::vec3(0, 0, 1))
M = glm::rotate(M, mouseX , glm::vec3(0, 1, 0))
M = glm::rotate(M, mouseY, glm::vec3(1, 0, 0))
利用距离得到一个向量,然后用当前的旋转矩阵平移这个向量
self.target = target
float distance = glm::distance(self.target, self.eye)
glm::vec3 T = glm::vec3(0, 0, distance)
T = glm::vec3(M*glm::vec4(T, 0.0f))
通过将平移向量添加到目标位置得到新的相机眼睛位置
self.eye = self.target + T
重新计算标准正交基(其中只有 UP 向量需要完成)
# assuming self.original_up = glm::vec3(0, 1, 0)
self.up = glm::vec3(M*glm::vec4(self.original_up, 0.0f))
# or
self.up = glm::vec3(M*glm::vec4(glm::vec3(0, 1, 0), 0.0f))
5...然后您可以通过使用 lookAt 函数更新视图矩阵来尝试一下
self.view = glm.lookAt( self.eye, self.target, self.up)
这是迄今为止我发现的此类转换的最简单的概念 problems/solutions。我在 C/C++ 中对其进行了测试,并为您将其修改为 pyopengl 语法(我希望如此)。让我们知道进展如何(或没有)。
这里有一个小总结,包含此线程中提供的所有答案:
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import glm
class Camera():
def __init__(
self,
eye=None, target=None, up=None,
fov=None, near=0.1, far=100000
):
self.eye = eye or glm.vec3(0, 0, 1)
self.target = target or glm.vec3(0, 0, 0)
self.up = up or glm.vec3(0, 1, 0)
self.original_up = glm.vec3(self.up)
self.fov = fov or glm.radians(45)
self.near = near
self.far = far
def update(self, aspect):
self.view = glm.lookAt(
self.eye, self.target, self.up
)
self.projection = glm.perspective(
self.fov, aspect, self.near, self.far
)
def zoom(self, *args):
delta = -args[1] * 0.1
distance = glm.length(self.target - self.eye)
self.eye = self.target + (self.eye - self.target) * (delta + 1)
def load_projection(self):
width = glutGet(GLUT_WINDOW_WIDTH)
height = glutGet(GLUT_WINDOW_HEIGHT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(glm.degrees(self.fov), width / height, self.near, self.far)
def load_modelview(self):
e = self.eye
t = self.target
u = self.up
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)
class CameraSkatic(Camera):
def rotate_around_target(self, target, delta):
M = glm.mat4(1)
M = glm.rotate(M, delta.x, glm.vec3(0, 1, 0))
M = glm.rotate(M, delta.y, glm.vec3(1, 0, 0))
self.target = target
T = glm.vec3(0, 0, glm.distance(self.target, self.eye))
T = glm.vec3(M * glm.vec4(T, 0.0))
self.eye = self.target + T
self.up = glm.vec3(M * glm.vec4(self.original_up, 1.0))
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
class CameraBPL(Camera):
def rotate_target(self, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
M = glm.mat4(1)
M = glm.translate(M, self.eye)
M = glm.rotate(M, delta.y, right)
M = glm.rotate(M, delta.x, self.up)
M = glm.translate(M, -self.eye)
self.target = glm.vec3(M * glm.vec4(self.target, 1.0))
def rotate_around_target(self, target, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
amount = (right * delta.y + self.up * delta.x)
M = glm.mat4(1)
M = glm.rotate(M, amount.z, glm.vec3(0, 0, 1))
M = glm.rotate(M, amount.y, glm.vec3(0, 1, 0))
M = glm.rotate(M, amount.x, glm.vec3(1, 0, 0))
self.eye = glm.vec3(M * glm.vec4(self.eye, 1.0))
self.target = target
self.up = self.original_up
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
class CameraRabbid76_v1(Camera):
def rotate_around_target_world(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = target
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate(glm.mat4(1), angle, axis)
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = V * RP
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
def rotate_around_target_view(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate(glm.mat4(1), angle, axis)
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
def rotate_around_target(self, target, delta):
if abs(delta.x) > 0:
self.rotate_around_target_world(target, glm.vec3(delta.x, 0.0, 0.0))
if abs(delta.y) > 0:
self.rotate_around_target_view(target, glm.vec3(0.0, delta.y, 0.0))
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
def rotate_target(self, delta):
return self.rotate_around_target(self.eye, delta)
class CameraRabbid76_v2(Camera):
def rotate_around_target(self, target, delta):
# get directions
los = self.target - self.eye
losLen = glm.length(los)
right = glm.normalize(glm.cross(los, self.up))
up = glm.cross(right, los)
# upright up vector (Gram–Schmidt orthogonalization)
fix_right = glm.normalize(glm.cross(los, self.original_up))
UPdotX = glm.dot(fix_right, up)
up = glm.normalize(up - UPdotX * fix_right)
right = glm.normalize(glm.cross(los, up))
los = glm.cross(up, right)
# tilt around horizontal axis
RHor = glm.rotate(glm.mat4(1), delta.y, right)
up = glm.vec3(RHor * glm.vec4(up, 0.0))
los = glm.vec3(RHor * glm.vec4(los, 0.0))
# rotate around up vector
RUp = glm.rotate(glm.mat4(1), delta.x, up)
right = glm.vec3(RUp * glm.vec4(right, 0.0))
los = glm.vec3(RUp * glm.vec4(los, 0.0))
# set eye, target and up
self.eye = target - los * losLen
self.target = target
self.up = up
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
def rotate_target(self, delta):
return self.rotate_around_target(self.eye, delta)
class GlutController():
FPS = 0
ORBIT = 1
def __init__(self, camera, velocity=100, velocity_wheel=100):
self.velocity = velocity
self.velocity_wheel = velocity_wheel
self.camera = camera
def glut_mouse(self, button, state, x, y):
self.mouse_last_pos = glm.vec2(x, y)
self.mouse_down_pos = glm.vec2(x, y)
if button == GLUT_LEFT_BUTTON:
self.mode = self.FPS
elif button == GLUT_RIGHT_BUTTON:
self.mode = self.ORBIT
def glut_motion(self, x, y):
pos = glm.vec2(x, y)
move = self.mouse_last_pos - pos
self.mouse_last_pos = pos
if self.mode == self.FPS:
self.camera.rotate_target(move * 0.005)
elif self.mode == self.ORBIT:
self.camera.rotate_around_origin(move * 0.005)
def glut_mouse_wheel(self, *args):
self.camera.zoom(*args)
def render_text(x, y, text):
glColor3f(1, 1, 1)
glRasterPos2f(x, y)
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, text.encode("utf-8"))
def draw_plane_yup():
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, 0, -5)
glVertex3f(i, 0, 5)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 1, 1)
glVertex3f(-5, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, -5)
glVertex3f(0, 0, 0)
glColor3f(1, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 5, 0)
glColor3f(0, 0, 1)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, 5)
glEnd()
def draw_plane_zup():
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, -5, 0)
glVertex3f(i, 5, 0)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 1, 1)
glVertex3f(-5, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, -5, 0)
glVertex3f(0, 0, 0)
glColor3f(1, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, 5)
glColor3f(0, 0, 1)
glVertex3f(0, 0, 0)
glVertex3f(0, 5, 0)
glEnd()
def line(p0, p1, color=None):
c = color or glm.vec3(1, 1, 1)
glColor3f(c.x, c.y, c.z)
glVertex3f(p0.x, p0.y, p0.z)
glVertex3f(p1.x, p1.y, p1.z)
def grid(segment_count=10, spacing=1, yup=True):
size = segment_count * spacing
right = glm.vec3(1, 0, 0)
forward = glm.vec3(0, 0, 1) if yup else glm.vec3(0, 1, 0)
x_axis = right * size
z_axis = forward * size
data = []
i = -segment_count
glBegin(GL_LINES)
while i <= segment_count:
p0 = -x_axis + forward * i * spacing
p1 = x_axis + forward * i * spacing
line(p0, p1)
p0 = -z_axis + right * i * spacing
p1 = z_axis + right * i * spacing
line(p0, p1)
i += 1
glEnd()
def axis(size=1.0, yup=True):
right = glm.vec3(1, 0, 0)
forward = glm.vec3(0, 0, 1) if yup else glm.vec3(0, 1, 0)
x_axis = right * size
z_axis = forward * size
y_axis = glm.cross(forward, right) * size
glBegin(GL_LINES)
line(x_axis, glm.vec3(0, 0, 0), glm.vec3(1, 0, 0))
line(y_axis, glm.vec3(0, 0, 0), glm.vec3(0, 1, 0))
line(z_axis, glm.vec3(0, 0, 0), glm.vec3(0, 0, 1))
glEnd()
class MyWindow:
def __init__(self, w, h):
self.width = w
self.height = h
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w, h)
glutCreateWindow('OpenGL Window')
self.startup()
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.display)
glutMouseFunc(self.controller.glut_mouse)
glutMotionFunc(self.controller.glut_motion)
glutMouseWheelFunc(self.controller.glut_mouse_wheel)
glutKeyboardFunc(self.keyboard_func)
glutIdleFunc(self.idle_func)
def keyboard_func(self, *args):
try:
key = args[0].decode("utf8")
if key == "\x1b":
glutLeaveMainLoop()
if key in ['1', '2', '3', '4']:
if key == '1':
self.index_camera = "Skatic"
elif key == '2':
self.index_camera = "BPL"
elif key == '3':
self.index_camera = "Rabbid76_v1"
elif key == '4':
self.index_camera = "Rabbid76_v2"
self.camera = self.cameras[self.index_camera]
self.controller.camera = self.camera
if key in ['o', 'p']:
self.camera.eye = glm.vec3(0, 10, 10)
self.camera.target = glm.vec3(0, 0, 0)
if key == 'o':
self.yup = True
# self.camera.up = glm.vec3(0, 0, 1)
elif key == 'p':
self.yup = False
# self.camera.up = glm.vec3(0, 1, 0)
self.camera.target = glm.vec3(0, 0, 0)
except Exception as e:
import traceback
traceback.print_exc()
def startup(self):
glEnable(GL_DEPTH_TEST)
aspect = self.width / self.height
params = {
"eye": glm.vec3(0, 100, 100),
"target": glm.vec3(0, 0, 0),
"up": glm.vec3(0, 1, 0)
}
self.cameras = {
"Skatic": CameraSkatic(**params),
"BPL": CameraBPL(**params),
"Rabbid76_v1": CameraRabbid76_v1(**params),
"Rabbid76_v2": CameraRabbid76_v2(**params)
}
self.index_camera = "BPL"
self.yup = True
self.camera = self.cameras[self.index_camera]
self.model = glm.mat4(1)
self.controller = GlutController(self.camera)
def run(self):
glutMainLoop()
def idle_func(self):
glutPostRedisplay()
def reshape(self, w, h):
glViewport(0, 0, w, h)
self.width = w
self.height = h
def display(self):
self.camera.update(self.width / self.height)
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.camera.load_projection()
self.camera.load_modelview()
glLineWidth(5)
axis(size=70, yup=self.yup)
glLineWidth(1)
grid(segment_count=7, spacing=10, yup=self.yup)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-1, 1, -1, 1, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
info = "\n".join([
"1: Skatic Camera",
"2: BPL Camera",
"3: Rabbid76 Camera (version1)",
"4: Rabbid76 Camera (version2)",
"o: RHS Scene Y-UP",
"p: RHS Scene Z-UP",
])
render_text(-1.0, 1.0 - 0.1, info)
render_text(-1.0, -1.0, "{} camera is active, scene is {}".format(self.index_camera, "Y-UP" if self.yup else "Z-UP"))
glutSwapBuffers()
if __name__ == '__main__':
window = MyWindow(800, 600)
window.run()
让我们从考虑两种类型的相机旋转开始:
相机围绕一个点(轨道)旋转:
def rotate_around_target(self, target, delta):
right = (self.target - self.eye).cross(self.up).normalize()
amount = (right * delta.y + self.up * delta.x)
self.target = target
self.up = self.original_up
self.eye = (
mat4.rotatez(amount.z) *
mat4.rotatey(amount.y) *
mat4.rotatex(amount.x) *
vec3(self.eye)
)
相机旋转目标(FPS)
def rotate_target(self, delta):
right = (self.target - self.eye).cross(self.up).normalize()
self.target = (
mat4.translate(self.eye) *
mat4().rotate(delta.y, right) *
mat4().rotate(delta.x, self.up) *
mat4.translate(-self.eye) *
self.target
)
然后只是一个更新函数,其中 projection/view 矩阵是从 eye/target/up 相机向量中计算出来的:
def update(self, aspect):
self.view = mat4.lookat(self.eye, self.target, self.up)
self.projection = mat4.perspective_fovx(
self.fov, aspect, self.near, self.far
)
当相机视图方向平行于上轴(此处为 z-up)时,这些旋转功能会出现问题...此时相机的行为非常糟糕,所以我会遇到这样的故障如:
所以我的问题是,我怎样才能调整上面的代码,使相机进行完整的旋转,而不会使最终结果在某些边缘点看起来很奇怪(相机轴翻转 :/)?
我希望拥有与许多 DCC 软件包(3dsmax、maya 等)相同的行为,它们可以完全旋转而不会出现任何奇怪的行为。
编辑:
对于那些想尝试一下数学的人,我决定创建一个能够重现所解释问题的真正简约版本:
import math
from ctypes import c_void_p
import numpy as np
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import glm
class Camera():
def __init__(
self,
eye=None, target=None, up=None,
fov=None, near=0.1, far=100000
):
self.eye = eye or glm.vec3(0, 0, 1)
self.target = target or glm.vec3(0, 0, 0)
self.up = up or glm.vec3(0, 1, 0)
self.original_up = glm.vec3(self.up)
self.fov = fov or glm.radians(45)
self.near = near
self.far = far
def update(self, aspect):
self.view = glm.lookAt(
self.eye, self.target, self.up
)
self.projection = glm.perspective(
self.fov, aspect, self.near, self.far
)
def rotate_target(self, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
M = glm.mat4(1)
M = glm.translate(M, self.eye)
M = glm.rotate(M, delta.y, right)
M = glm.rotate(M, delta.x, self.up)
M = glm.translate(M, -self.eye)
self.target = glm.vec3(M * glm.vec4(self.target, 1.0))
def rotate_around_target(self, target, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
amount = (right * delta.y + self.up * delta.x)
M = glm.mat4(1)
M = glm.rotate(M, amount.z, glm.vec3(0, 0, 1))
M = glm.rotate(M, amount.y, glm.vec3(0, 1, 0))
M = glm.rotate(M, amount.x, glm.vec3(1, 0, 0))
self.eye = glm.vec3(M * glm.vec4(self.eye, 1.0))
self.target = target
self.up = self.original_up
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
class GlutController():
FPS = 0
ORBIT = 1
def __init__(self, camera, velocity=100, velocity_wheel=100):
self.velocity = velocity
self.velocity_wheel = velocity_wheel
self.camera = camera
def glut_mouse(self, button, state, x, y):
self.mouse_last_pos = glm.vec2(x, y)
self.mouse_down_pos = glm.vec2(x, y)
if button == GLUT_LEFT_BUTTON:
self.mode = self.FPS
elif button == GLUT_RIGHT_BUTTON:
self.mode = self.ORBIT
def glut_motion(self, x, y):
pos = glm.vec2(x, y)
move = self.mouse_last_pos - pos
self.mouse_last_pos = pos
if self.mode == self.FPS:
self.camera.rotate_target(move * 0.005)
elif self.mode == self.ORBIT:
self.camera.rotate_around_origin(move * 0.005)
class MyWindow:
def __init__(self, w, h):
self.width = w
self.height = h
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w, h)
glutCreateWindow('OpenGL Window')
self.startup()
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.display)
glutMouseFunc(self.controller.glut_mouse)
glutMotionFunc(self.controller.glut_motion)
glutIdleFunc(self.idle_func)
def startup(self):
glEnable(GL_DEPTH_TEST)
aspect = self.width / self.height
self.camera = Camera(
eye=glm.vec3(10, 10, 10),
target=glm.vec3(0, 0, 0),
up=glm.vec3(0, 1, 0)
)
self.model = glm.mat4(1)
self.controller = GlutController(self.camera)
def run(self):
glutMainLoop()
def idle_func(self):
glutPostRedisplay()
def reshape(self, w, h):
glViewport(0, 0, w, h)
self.width = w
self.height = h
def display(self):
self.camera.update(self.width / self.height)
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(glm.degrees(self.camera.fov), self.width / self.height, self.camera.near, self.camera.far)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
e = self.camera.eye
t = self.camera.target
u = self.camera.up
gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, 0, -5)
glVertex3f(i, 0, 5)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 0, 0)
glVertex3f(-5, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, -5, 0)
glVertex3f(0, 5, 0)
glColor3f(0, 0, 1)
glVertex3f(0, 0, -5)
glVertex3f(0, 0, 5)
glEnd()
glutSwapBuffers()
if __name__ == '__main__':
window = MyWindow(800, 600)
window.run()
我建议围绕视图中的枢轴旋转 space
你必须知道视图矩阵(V
)。由于视图矩阵是在 self.eye
、self.target
和 self.up
中编码的,因此必须通过 lookAt
计算:
V = glm.lookAt(self.eye, self.target, self.up)
计算视图space中的pivot
、旋转角度和旋转轴。在这种情况下,轴是向右旋转的方向,其中 y 轴必须翻转:
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
设置旋转矩阵R
并计算绕轴心的比例矩阵RP
。最后通过旋转矩阵变换视图矩阵(V
)。结果是新的视图矩阵NV
:
R = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V
从新视图矩阵 NV
:
self.eye
、self.target
和 self.up
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
方法的完整编码 rotate_around_target_view
:
def rotate_around_target_view(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
最后它可以围绕世界原点和眼睛位置甚至任何其他点旋转。
def rotate_around_origin(self, delta):
return self.rotate_around_target_view(glm.vec3(0), delta)
def rotate_target(self, delta):
return self.rotate_around_target_view(self.eye, delta)
或者,可以在模型的世界 space 中执行旋转。解决方案非常相似。
旋转是在世界 space 中完成的,因此不必将轴心转换为视图 space 并且在视图矩阵 (NV = V * RP
):
def rotate_around_target_world(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = target
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = V * RP
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
def rotate_around_origin(self, delta):
return self.rotate_around_target_world(glm.vec3(0), delta)
当然可以将这两种解决方案结合起来。通过垂直拖动(上下),视图可以在其水平轴上旋转。通过水平(左右)拖动模型(世界)可以绕其(向上)轴旋转:
def rotate_around_target(self, target, delta):
if abs(delta.x) > 0:
self.rotate_around_target_world(target, glm.vec3(delta.x, 0.0, 0.0))
if abs(delta.y) > 0:
self.rotate_around_target_view(target, glm.vec3(0.0, delta.y, 0.0))
我为了实现微创的方法,考虑到问题的原代码,我提出如下建议:
操作后视图的目标应该是函数
rotate_around_target
的输入参数target
。水平鼠标移动应围绕世界的向上矢量旋转视图
鼠标垂直移动应围绕当前水平轴倾斜视图
我想到了以下方法:
计算当前视线(
los
)、向上矢量(up
)和水平轴(right
)通过将向上矢量投影到由原始向上矢量和当前视线给定的平面来垂直向上矢量。这是由 Gram–Schmidt orthogonalization.
提供的
围绕当前水平轴倾斜。这意味着
los
和up
围绕right
轴旋转。围绕向上向量旋转。
los
和right
围绕up
旋转。Calculate set the up and calculate the eye and target position,这里的target由输入参数target设置:
def rotate_around_target(self, target, delta):
# get directions
los = self.target - self.eye
losLen = glm.length(los)
right = glm.normalize(glm.cross(los, self.up))
up = glm.cross(right, los)
# upright up vector (Gram–Schmidt orthogonalization)
fix_right = glm.normalize(glm.cross(los, self.original_up))
UPdotX = glm.dot(fix_right, up)
up = glm.normalize(up - UPdotX * fix_right)
right = glm.normalize(glm.cross(los, up))
los = glm.cross(up, right)
# tilt around horizontal axis
RHor = glm.rotate(glm.mat4(1), delta.y, right)
up = glm.vec3(RHor * glm.vec4(up, 0.0))
los = glm.vec3(RHor * glm.vec4(los, 0.0))
# rotate around up vector
RUp = glm.rotate(glm.mat4(1), delta.x, up)
right = glm.vec3(RUp * glm.vec4(right, 0.0))
los = glm.vec3(RUp * glm.vec4(los, 0.0))
# set eye, target and up
self.eye = target - los * losLen
self.target = target
self.up = up
那么多重新发明轮子的方法不是吗?这是一个简洁的选项(改编自 Opengl Development Cookbook M.M.Movania 第 2 章中的目标相机概念):
首先创建新的方向(旋转)矩阵(更新为使用累积的鼠标增量)
# global variables somewhere appropriate (or class variables) mouseX = 0.0 mouseY = 0.0 def rotate_around_target(self, target, delta): global mouseX global mouseY mouseX += delta.x/5.0 mouseY += delta.y/5.0 glm::mat4 M = glm::mat4(1) M = glm::rotate(M, delta.z, glm::vec3(0, 0, 1)) M = glm::rotate(M, mouseX , glm::vec3(0, 1, 0)) M = glm::rotate(M, mouseY, glm::vec3(1, 0, 0))
利用距离得到一个向量,然后用当前的旋转矩阵平移这个向量
self.target = target float distance = glm::distance(self.target, self.eye) glm::vec3 T = glm::vec3(0, 0, distance) T = glm::vec3(M*glm::vec4(T, 0.0f))
通过将平移向量添加到目标位置得到新的相机眼睛位置
self.eye = self.target + T
重新计算标准正交基(其中只有 UP 向量需要完成)
# assuming self.original_up = glm::vec3(0, 1, 0) self.up = glm::vec3(M*glm::vec4(self.original_up, 0.0f)) # or self.up = glm::vec3(M*glm::vec4(glm::vec3(0, 1, 0), 0.0f))
5...然后您可以通过使用 lookAt 函数更新视图矩阵来尝试一下
self.view = glm.lookAt( self.eye, self.target, self.up)
这是迄今为止我发现的此类转换的最简单的概念 problems/solutions。我在 C/C++ 中对其进行了测试,并为您将其修改为 pyopengl 语法(我希望如此)。让我们知道进展如何(或没有)。
这里有一个小总结,包含此线程中提供的所有答案:
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import glm
class Camera():
def __init__(
self,
eye=None, target=None, up=None,
fov=None, near=0.1, far=100000
):
self.eye = eye or glm.vec3(0, 0, 1)
self.target = target or glm.vec3(0, 0, 0)
self.up = up or glm.vec3(0, 1, 0)
self.original_up = glm.vec3(self.up)
self.fov = fov or glm.radians(45)
self.near = near
self.far = far
def update(self, aspect):
self.view = glm.lookAt(
self.eye, self.target, self.up
)
self.projection = glm.perspective(
self.fov, aspect, self.near, self.far
)
def zoom(self, *args):
delta = -args[1] * 0.1
distance = glm.length(self.target - self.eye)
self.eye = self.target + (self.eye - self.target) * (delta + 1)
def load_projection(self):
width = glutGet(GLUT_WINDOW_WIDTH)
height = glutGet(GLUT_WINDOW_HEIGHT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(glm.degrees(self.fov), width / height, self.near, self.far)
def load_modelview(self):
e = self.eye
t = self.target
u = self.up
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)
class CameraSkatic(Camera):
def rotate_around_target(self, target, delta):
M = glm.mat4(1)
M = glm.rotate(M, delta.x, glm.vec3(0, 1, 0))
M = glm.rotate(M, delta.y, glm.vec3(1, 0, 0))
self.target = target
T = glm.vec3(0, 0, glm.distance(self.target, self.eye))
T = glm.vec3(M * glm.vec4(T, 0.0))
self.eye = self.target + T
self.up = glm.vec3(M * glm.vec4(self.original_up, 1.0))
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
class CameraBPL(Camera):
def rotate_target(self, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
M = glm.mat4(1)
M = glm.translate(M, self.eye)
M = glm.rotate(M, delta.y, right)
M = glm.rotate(M, delta.x, self.up)
M = glm.translate(M, -self.eye)
self.target = glm.vec3(M * glm.vec4(self.target, 1.0))
def rotate_around_target(self, target, delta):
right = glm.normalize(glm.cross(self.target - self.eye, self.up))
amount = (right * delta.y + self.up * delta.x)
M = glm.mat4(1)
M = glm.rotate(M, amount.z, glm.vec3(0, 0, 1))
M = glm.rotate(M, amount.y, glm.vec3(0, 1, 0))
M = glm.rotate(M, amount.x, glm.vec3(1, 0, 0))
self.eye = glm.vec3(M * glm.vec4(self.eye, 1.0))
self.target = target
self.up = self.original_up
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
class CameraRabbid76_v1(Camera):
def rotate_around_target_world(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = target
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate(glm.mat4(1), angle, axis)
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = V * RP
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
def rotate_around_target_view(self, target, delta):
V = glm.lookAt(self.eye, self.target, self.up)
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)
R = glm.rotate(glm.mat4(1), angle, axis)
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V
C = glm.inverse(NV)
targetDist = glm.length(self.target - self.eye)
self.eye = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist
self.up = glm.vec3(C[1])
def rotate_around_target(self, target, delta):
if abs(delta.x) > 0:
self.rotate_around_target_world(target, glm.vec3(delta.x, 0.0, 0.0))
if abs(delta.y) > 0:
self.rotate_around_target_view(target, glm.vec3(0.0, delta.y, 0.0))
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
def rotate_target(self, delta):
return self.rotate_around_target(self.eye, delta)
class CameraRabbid76_v2(Camera):
def rotate_around_target(self, target, delta):
# get directions
los = self.target - self.eye
losLen = glm.length(los)
right = glm.normalize(glm.cross(los, self.up))
up = glm.cross(right, los)
# upright up vector (Gram–Schmidt orthogonalization)
fix_right = glm.normalize(glm.cross(los, self.original_up))
UPdotX = glm.dot(fix_right, up)
up = glm.normalize(up - UPdotX * fix_right)
right = glm.normalize(glm.cross(los, up))
los = glm.cross(up, right)
# tilt around horizontal axis
RHor = glm.rotate(glm.mat4(1), delta.y, right)
up = glm.vec3(RHor * glm.vec4(up, 0.0))
los = glm.vec3(RHor * glm.vec4(los, 0.0))
# rotate around up vector
RUp = glm.rotate(glm.mat4(1), delta.x, up)
right = glm.vec3(RUp * glm.vec4(right, 0.0))
los = glm.vec3(RUp * glm.vec4(los, 0.0))
# set eye, target and up
self.eye = target - los * losLen
self.target = target
self.up = up
def rotate_around_origin(self, delta):
return self.rotate_around_target(glm.vec3(0), delta)
def rotate_target(self, delta):
return self.rotate_around_target(self.eye, delta)
class GlutController():
FPS = 0
ORBIT = 1
def __init__(self, camera, velocity=100, velocity_wheel=100):
self.velocity = velocity
self.velocity_wheel = velocity_wheel
self.camera = camera
def glut_mouse(self, button, state, x, y):
self.mouse_last_pos = glm.vec2(x, y)
self.mouse_down_pos = glm.vec2(x, y)
if button == GLUT_LEFT_BUTTON:
self.mode = self.FPS
elif button == GLUT_RIGHT_BUTTON:
self.mode = self.ORBIT
def glut_motion(self, x, y):
pos = glm.vec2(x, y)
move = self.mouse_last_pos - pos
self.mouse_last_pos = pos
if self.mode == self.FPS:
self.camera.rotate_target(move * 0.005)
elif self.mode == self.ORBIT:
self.camera.rotate_around_origin(move * 0.005)
def glut_mouse_wheel(self, *args):
self.camera.zoom(*args)
def render_text(x, y, text):
glColor3f(1, 1, 1)
glRasterPos2f(x, y)
glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, text.encode("utf-8"))
def draw_plane_yup():
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, 0, -5)
glVertex3f(i, 0, 5)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 1, 1)
glVertex3f(-5, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, -5)
glVertex3f(0, 0, 0)
glColor3f(1, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 5, 0)
glColor3f(0, 0, 1)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, 5)
glEnd()
def draw_plane_zup():
glColor3f(1, 1, 1)
glBegin(GL_LINES)
for i in range(-5, 6):
if i == 0:
continue
glVertex3f(-5, 0, i)
glVertex3f(5, 0, i)
glVertex3f(i, -5, 0)
glVertex3f(i, 5, 0)
glEnd()
glBegin(GL_LINES)
glColor3f(1, 1, 1)
glVertex3f(-5, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, -5, 0)
glVertex3f(0, 0, 0)
glColor3f(1, 0, 0)
glVertex3f(0, 0, 0)
glVertex3f(5, 0, 0)
glColor3f(0, 1, 0)
glVertex3f(0, 0, 0)
glVertex3f(0, 0, 5)
glColor3f(0, 0, 1)
glVertex3f(0, 0, 0)
glVertex3f(0, 5, 0)
glEnd()
def line(p0, p1, color=None):
c = color or glm.vec3(1, 1, 1)
glColor3f(c.x, c.y, c.z)
glVertex3f(p0.x, p0.y, p0.z)
glVertex3f(p1.x, p1.y, p1.z)
def grid(segment_count=10, spacing=1, yup=True):
size = segment_count * spacing
right = glm.vec3(1, 0, 0)
forward = glm.vec3(0, 0, 1) if yup else glm.vec3(0, 1, 0)
x_axis = right * size
z_axis = forward * size
data = []
i = -segment_count
glBegin(GL_LINES)
while i <= segment_count:
p0 = -x_axis + forward * i * spacing
p1 = x_axis + forward * i * spacing
line(p0, p1)
p0 = -z_axis + right * i * spacing
p1 = z_axis + right * i * spacing
line(p0, p1)
i += 1
glEnd()
def axis(size=1.0, yup=True):
right = glm.vec3(1, 0, 0)
forward = glm.vec3(0, 0, 1) if yup else glm.vec3(0, 1, 0)
x_axis = right * size
z_axis = forward * size
y_axis = glm.cross(forward, right) * size
glBegin(GL_LINES)
line(x_axis, glm.vec3(0, 0, 0), glm.vec3(1, 0, 0))
line(y_axis, glm.vec3(0, 0, 0), glm.vec3(0, 1, 0))
line(z_axis, glm.vec3(0, 0, 0), glm.vec3(0, 0, 1))
glEnd()
class MyWindow:
def __init__(self, w, h):
self.width = w
self.height = h
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(w, h)
glutCreateWindow('OpenGL Window')
self.startup()
glutReshapeFunc(self.reshape)
glutDisplayFunc(self.display)
glutMouseFunc(self.controller.glut_mouse)
glutMotionFunc(self.controller.glut_motion)
glutMouseWheelFunc(self.controller.glut_mouse_wheel)
glutKeyboardFunc(self.keyboard_func)
glutIdleFunc(self.idle_func)
def keyboard_func(self, *args):
try:
key = args[0].decode("utf8")
if key == "\x1b":
glutLeaveMainLoop()
if key in ['1', '2', '3', '4']:
if key == '1':
self.index_camera = "Skatic"
elif key == '2':
self.index_camera = "BPL"
elif key == '3':
self.index_camera = "Rabbid76_v1"
elif key == '4':
self.index_camera = "Rabbid76_v2"
self.camera = self.cameras[self.index_camera]
self.controller.camera = self.camera
if key in ['o', 'p']:
self.camera.eye = glm.vec3(0, 10, 10)
self.camera.target = glm.vec3(0, 0, 0)
if key == 'o':
self.yup = True
# self.camera.up = glm.vec3(0, 0, 1)
elif key == 'p':
self.yup = False
# self.camera.up = glm.vec3(0, 1, 0)
self.camera.target = glm.vec3(0, 0, 0)
except Exception as e:
import traceback
traceback.print_exc()
def startup(self):
glEnable(GL_DEPTH_TEST)
aspect = self.width / self.height
params = {
"eye": glm.vec3(0, 100, 100),
"target": glm.vec3(0, 0, 0),
"up": glm.vec3(0, 1, 0)
}
self.cameras = {
"Skatic": CameraSkatic(**params),
"BPL": CameraBPL(**params),
"Rabbid76_v1": CameraRabbid76_v1(**params),
"Rabbid76_v2": CameraRabbid76_v2(**params)
}
self.index_camera = "BPL"
self.yup = True
self.camera = self.cameras[self.index_camera]
self.model = glm.mat4(1)
self.controller = GlutController(self.camera)
def run(self):
glutMainLoop()
def idle_func(self):
glutPostRedisplay()
def reshape(self, w, h):
glViewport(0, 0, w, h)
self.width = w
self.height = h
def display(self):
self.camera.update(self.width / self.height)
glClearColor(0.2, 0.3, 0.3, 1.0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
self.camera.load_projection()
self.camera.load_modelview()
glLineWidth(5)
axis(size=70, yup=self.yup)
glLineWidth(1)
grid(segment_count=7, spacing=10, yup=self.yup)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-1, 1, -1, 1, -1, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
info = "\n".join([
"1: Skatic Camera",
"2: BPL Camera",
"3: Rabbid76 Camera (version1)",
"4: Rabbid76 Camera (version2)",
"o: RHS Scene Y-UP",
"p: RHS Scene Z-UP",
])
render_text(-1.0, 1.0 - 0.1, info)
render_text(-1.0, -1.0, "{} camera is active, scene is {}".format(self.index_camera, "Y-UP" if self.yup else "Z-UP"))
glutSwapBuffers()
if __name__ == '__main__':
window = MyWindow(800, 600)
window.run()