使用滚动 opengl ES 在场景周围旋转相机

Rotate camera around scene with scrolling opengl ES

我正在尝试使用触摸(滚动)围绕场景旋转相机:

public class SurfaceView extends GLSurfaceView 
        implements GestureDetector.OnGestureListener {
    SceneRenderer renderer;        

    @Override
    public boolean onScroll(MotionEvent e1, MotionEvent e2,
                      float distanceX, float distanceY) {
        renderer.setMotion(distanceX, distanceY); // pass movement to render
        return true;
    }    
}

摄像机在渲染中的移动如下:

public class SceneRenderer implements GLSurfaceView.Renderer {
    private float[] viewMatrix = new float[16];
    
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 3f,
        0f, 0f, 0f, 0f, 1.0f, 0.0f);
    }

    ...
    // movement of camera
    public synchronized void setMotion(float xDistance, float yDistance) {
        Matrix.rotateM(viewMatrix, 0, -xDistance * 0.1f, 0, 1, 0);
        Matrix.rotateM(viewMatrix, 0, -yDistance * 0.1f, 1, 0, 0);
    }
}

一开始效果很好。但随后相机开始不按预期旋转。如何使用滚动使相机相对于场景(对象)的中心正确移动?也许有人解决了类似的问题?

感谢您的任何 answer/comment!

解决方案:

  private float kx = 0f;
  private float ky = 0f;
  private float radius = 3.0f;
  private float x, y, z = 0f;

  ...
  public synchronized void setMotion(float xDistance, float yDistance) {
      kx = kx + xDistance * 0.001f;
      x = (float) (radius * Math.sin(kx));
      z = (float) (radius * Math.cos(kx));

      ky = ky + yDistance * 0.001f;
      y = (float) (radius * Math.sin(ky));

      Matrix.setLookAtM(viewMatrix, 0, x, -y, z, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
  }

但是使用这种方法,相机在沿 Y 轴旋转时会远离场景。

在矩阵代数中,顺序很重要。由于增量旋转交错矩阵和中断顺序,因此它不会像您预期的那样工作。因此,您需要在每次调用 setMotion() 时根据累积增量 x/y 重建 view-matrix,以便始终按正确顺序应用旋转,如下所示。

public class SceneRenderer implements GLSurfaceView.Renderer {
    private float[] viewMatrix = new float[16];
    private float cumulativeX = 0.0f;
    private float cumulativeY = 0.0f;

    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 3f,
        0f, 0f, 0f, 0f, 1.0f, 0.0f);
        cumulativeX = 0.0f;
        cumulativeY = 0.0f;
    }

    ...
    // movement of camera
    public synchronized void setMotion(float xDistance, float yDistance) {

        cumulativeX += xDistance;
        cumulativeY += yDistance;

        Matrix.setLookAtM(viewMatrix, 0, 0f, 0f, 3f,
            0f, 0f, 0f, 0f, 1.0f, 0.0f);

        //Matrix.rotateM(viewMatrix, 0, -cumulativeX * 0.1f, 0, 1, 0);
        //Matrix.rotateM(viewMatrix, 0, -cumulativeY * 0.1f, 1, 0, 0);

        Matrix.rotateM(viewMatrix, 0, -cumulativeY * 0.1f, 1, 0, 0);
        Matrix.rotateM(viewMatrix, 0, -cumulativeX * 0.1f, 0, 1, 0);
    }
}

附录:仅由 setLookAtM

组成 view-matrix

当然可以只用 setLookAtM 实现同样的效果。要使 view-point 保持恒定距离,请将 view-point 移动到 spherical coordinates 中。并调整 up-direction。

public synchronized void setMotion(float xDistance, float yDistance) {

    kx = kx + xDistance * 0.001f;
    ky = ky + yDistance * 0.001f;
    
    x = (float) (radius * Math.cos(ky) * Math.sin(kx));
    z = (float) (radius * Math.cos(ky) * Math.cos(kx));
    y = (float) (radius * Math.sin(ky));


    float[] up =
    {
        (float) (Math.sin(ky) * Math.sin(kx)),
        (float) (Math.cos(ky)),
        (float) (Math.sin(ky) * Math.cos(kx)),
    };
    Matrix.setLookAtM(viewMatrix, 0,
            x, -y, z,
            0f, 0f, 0f,
            up[0], up[1], up[2]
    );

}