如何围绕我的对象旋转相机?

How do I rotate my camera around my object?

我想围绕场景和位于中心的物体旋转相机。我试过这样做:

glm::mat4 view;
float radius = 10.0f;
float camX   = sin(SDL_GetTicks()/1000.0f) * radius;
float camZ   = cos(SDL_GetTicks()/1000.0f) * radius;
view = glm::lookAt(glm::vec3(camX, 0.0f, camZ), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f));
glUniformMatrix4fv(glGetUniformLocation(shader, "viewingMatrix"), 1, false, &view[0][0]);

但是我的对象在屏幕上加载得更远并且对象围绕场景而不是相机旋转。

那是我的顶点着色器:

void main()
{
    FragPos = vec3(modelMatrix * vec4(aPos, 1.0));
    Normal = mat3(transpose(inverse(modelMatrix))) * aPos;
    TexCoord = aTexture;

    vec4 transformedPosition = projectionMatrix * viewingMatrix * vec4(FragPos, 1.0f);
    gl_Position = transformedPosition;
}

如何使相机在场景中旋转而不是物体旋转?

我正在学习本教程,并试图弄清楚第一个动画中发生了什么。

https://learnopengl.com/Getting-started/Camera

modelMatrix

glm::mat4 modelMat(1.0f);
modelMat = glm::translate(modelMat, parentEntity.position);
modelMat = glm::rotate(modelMat, parentEntity.rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
modelMat = glm::rotate(modelMat, parentEntity.rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
modelMat = glm::rotate(modelMat, parentEntity.rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
modelMat = glm::scale(modelMat, parentEntity.scale);
int modelMatrixLoc = glGetUniformLocation(shader, "modelMatrix");
glUniformMatrix4fv(modelMatrixLoc, 1, false, &modelMat[0][0]);

视图的目标(glm::lookAt 的第二个参数)应该是对象的中心。物体的位置(和物体的中心)由顶点sahder中的模型矩阵(modelMatrix)改变。

您必须将对象的世界位置添加到 glm::lookAt 的第一个和第二个参数。物体的位置就是模型矩阵的平移。

另外物体距离相机太远,因为radius太大了。

要解决您的问题,代码必须如下所示:

glm::mat4 view;
float radius = 2.0f;
float camX   = sin(SDL_GetTicks()/1000.0f) * radius;
float camZ   = cos(SDL_GetTicks()/1000.0f) * radius;

view = glm::lookAt(
    glm::vec3(camX, 0.0f, camZ) + parentEntity.position,
    parentEntity.position,
    glm::vec3(0.0f, 1.0f, 0.0f));

glUniformMatrix4fv(
    glGetUniformLocation(shader, "viewingMatrix"), 1, false, glm::value_ptr(view));