Arcball 相机在 90 度方位角倒转
Arcball camera inverting at 90 deg azimuth
我正在尝试实现 arcball 风格的相机。我使用 glm::lookAt 将相机保持指向目标,然后使用 azimuth/inclination 角度围绕球体表面移动它以旋转视图。
我运行遇到一个问题,当方位角接近 90 度时,视图会颠倒过来。
相关代码如下:
获取投影和视图矩阵。在主循环中运行
void Visual::updateModelViewProjection()
{
model = glm::mat4();
projection = glm::mat4();
view = glm::mat4();
projection = glm::perspective
(
(float)glm::radians(camera.Zoom),
(float)width / height, // aspect ratio
0.1f, // near clipping plane
10000.0f // far clipping plane
);
view = glm::lookAt(camera.Position, camera.Target, camera.Up);
}
鼠标移动事件,用于相机旋转
void Visual::cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
if (leftMousePressed)
{
...
}
if (rightMousePressed)
{
GLfloat xoffset = (xpos - cursorPrevX) / 4.0;
GLfloat yoffset = (cursorPrevY - ypos) / 4.0;
camera.inclination += yoffset;
camera.azimuth -= xoffset;
if (camera.inclination > 89.0f)
camera.inclination = 89.0f;
if (camera.inclination < 1.0f)
camera.inclination = 1.0f;
if (camera.azimuth > 359.0f)
camera.azimuth = 359.0f;
if (camera.azimuth < 1.0f)
camera.azimuth = 1.0f;
float radius = glm::distance(camera.Position, camera.Target);
camera.Position[0] = camera.Target[0] + radius * cos(glm::radians(camera.azimuth)) * sin(glm::radians(camera.inclination));
camera.Position[1] = camera.Target[1] + radius * sin(glm::radians(camera.azimuth)) * sin(glm::radians(camera.inclination));
camera.Position[2] = camera.Target[2] + radius * cos(glm::radians(camera.inclination));
camera.updateCameraVectors();
}
cursorPrevX = xpos;
cursorPrevY = ypos;
}
计算相机方向向量
void updateCameraVectors()
{
Front = glm::normalize(Target-Position);
Right = glm::rotate(glm::normalize(glm::cross(Front, {0.0, 1.0, 0.0})), glm::radians(90.0f), Front);
Up = glm::normalize(glm::cross(Front, Right));
}
我很确定这与我计算相机右矢量的方式有关,但我不知道如何补偿。
有没有人运行以前参与过这个?有什么建议么?
使用lookAt
旋转相机是common mistake。你不应该。 backward/right/up 方向 是 视图矩阵的列。如果您已经拥有它们,那么您甚至不需要 lookAt
,它会尝试重做您的一些计算。另一方面,lookAt
并不能帮助您首先找到这些向量。
首先将视图矩阵构建为平移和旋转的组合,然后从其列中提取这些向量:
void Visual::cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
...
if (rightMousePressed)
{
GLfloat xoffset = (xpos - cursorPrevX) / 4.0;
GLfloat yoffset = (cursorPrevY - ypos) / 4.0;
camera.inclination = std::clamp(camera.inclination + yoffset, -90.f, 90.f);
camera.azimuth = fmodf(camera.azimuth + xoffset, 360.f);
view = glm::mat4();
view = glm::translate(view, glm::vec3(0.f, 0.f, camera.radius)); // add camera.radius to control the distance-from-target
view = glm::rotate(view, glm::radians(camera.inclination + 90.f), glm::vec3(1.f,0.f,0.f));
view = glm::rotate(view, glm::radians(camera.azimuth), glm::vec3(0.f,0.f,1.f));
view = glm::translate(view, camera.Target);
camera.Right = glm::column(view, 0);
camera.Up = glm::column(view, 1);
camera.Front = -glm::column(view, 2); // minus because OpenGL camera looks towards negative Z.
camera.Position = glm::column(view, 3);
view = glm::inverse(view);
}
...
}
然后从 updateModelViewProjection
和 updateCameraVectors
中删除计算视图和方向向量的代码。
免责声明:此代码未经测试。您可能需要在某处修复减号、操作顺序,或者约定可能不匹配(Z 向上或 Y 向上,等等)。
我正在尝试实现 arcball 风格的相机。我使用 glm::lookAt 将相机保持指向目标,然后使用 azimuth/inclination 角度围绕球体表面移动它以旋转视图。
我运行遇到一个问题,当方位角接近 90 度时,视图会颠倒过来。
相关代码如下:
获取投影和视图矩阵。在主循环中运行
void Visual::updateModelViewProjection() { model = glm::mat4(); projection = glm::mat4(); view = glm::mat4(); projection = glm::perspective ( (float)glm::radians(camera.Zoom), (float)width / height, // aspect ratio 0.1f, // near clipping plane 10000.0f // far clipping plane ); view = glm::lookAt(camera.Position, camera.Target, camera.Up); }
鼠标移动事件,用于相机旋转
void Visual::cursor_position_callback(GLFWwindow* window, double xpos, double ypos) { if (leftMousePressed) { ... } if (rightMousePressed) { GLfloat xoffset = (xpos - cursorPrevX) / 4.0; GLfloat yoffset = (cursorPrevY - ypos) / 4.0; camera.inclination += yoffset; camera.azimuth -= xoffset; if (camera.inclination > 89.0f) camera.inclination = 89.0f; if (camera.inclination < 1.0f) camera.inclination = 1.0f; if (camera.azimuth > 359.0f) camera.azimuth = 359.0f; if (camera.azimuth < 1.0f) camera.azimuth = 1.0f; float radius = glm::distance(camera.Position, camera.Target); camera.Position[0] = camera.Target[0] + radius * cos(glm::radians(camera.azimuth)) * sin(glm::radians(camera.inclination)); camera.Position[1] = camera.Target[1] + radius * sin(glm::radians(camera.azimuth)) * sin(glm::radians(camera.inclination)); camera.Position[2] = camera.Target[2] + radius * cos(glm::radians(camera.inclination)); camera.updateCameraVectors(); } cursorPrevX = xpos; cursorPrevY = ypos; }
计算相机方向向量
void updateCameraVectors() { Front = glm::normalize(Target-Position); Right = glm::rotate(glm::normalize(glm::cross(Front, {0.0, 1.0, 0.0})), glm::radians(90.0f), Front); Up = glm::normalize(glm::cross(Front, Right)); }
我很确定这与我计算相机右矢量的方式有关,但我不知道如何补偿。
有没有人运行以前参与过这个?有什么建议么?
使用lookAt
旋转相机是common mistake。你不应该。 backward/right/up 方向 是 视图矩阵的列。如果您已经拥有它们,那么您甚至不需要 lookAt
,它会尝试重做您的一些计算。另一方面,lookAt
并不能帮助您首先找到这些向量。
首先将视图矩阵构建为平移和旋转的组合,然后从其列中提取这些向量:
void Visual::cursor_position_callback(GLFWwindow* window, double xpos, double ypos)
{
...
if (rightMousePressed)
{
GLfloat xoffset = (xpos - cursorPrevX) / 4.0;
GLfloat yoffset = (cursorPrevY - ypos) / 4.0;
camera.inclination = std::clamp(camera.inclination + yoffset, -90.f, 90.f);
camera.azimuth = fmodf(camera.azimuth + xoffset, 360.f);
view = glm::mat4();
view = glm::translate(view, glm::vec3(0.f, 0.f, camera.radius)); // add camera.radius to control the distance-from-target
view = glm::rotate(view, glm::radians(camera.inclination + 90.f), glm::vec3(1.f,0.f,0.f));
view = glm::rotate(view, glm::radians(camera.azimuth), glm::vec3(0.f,0.f,1.f));
view = glm::translate(view, camera.Target);
camera.Right = glm::column(view, 0);
camera.Up = glm::column(view, 1);
camera.Front = -glm::column(view, 2); // minus because OpenGL camera looks towards negative Z.
camera.Position = glm::column(view, 3);
view = glm::inverse(view);
}
...
}
然后从 updateModelViewProjection
和 updateCameraVectors
中删除计算视图和方向向量的代码。
免责声明:此代码未经测试。您可能需要在某处修复减号、操作顺序,或者约定可能不匹配(Z 向上或 Y 向上,等等)。