我使用的相机有偏航、俯仰和滚动。当偏航==0时,相机向下看-z轴(偏航==90是正x),当俯仰==270时,相机向上看(俯仰==0是直视),当滚动==180时,相机倒置。
相机的偏航、俯仰和滚动值永远不会小于零或大于360(当任何值接近0或360时,当它通过该量时,它会自动移动到“另一侧”)。
我已经实现了3DoF,它运行得很好;然而,当我实现6DoF时,在滚动大约为90或270之前,一切似乎都在工作,然后向上和向右的向量发生奇怪的事情(向前似乎总是工作的,因为滚动围绕该轴旋转?)
我渲染的场景只是一堆块(在minecraft风格的块中),我总是能够向前/向后移动,并使用前向向量来瞄准一个块,这样我就知道前向向量已经完成。
这是我的initGL:
public void initGL() {
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glShadeModel(GL11.GL_SMOOTH);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glClearDepth(1.0);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glDepthFunc(GL11.GL_LEQUAL);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GLU.gluPerspective(fov, ((float) Display.getWidth()) / ((float) Display.getHeight() != 0 ? Display.getHeight() : 1), 0.1f, 100.0f);//fov is 45.0f
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glHint(GL11.GL_PERSPECTIVE_CORRECTION_HINT, GL11.GL_NICEST);
}
这里是我旋转并转换到相机视图的地方:
public final void lookThrough() {
GL11.glRotatef(this.roll, 0.0f, 0.0f, 1.0f);
GL11.glRotatef(this.pitch, 1.0f, 0.0f, 0.0f);
GL11.glRotatef(this.yaw, 0.0f, 1.0f, 0.0f);
GL11.glTranslatef(-this.position.x, -this.position.y, -this.position.z);
}
以下是我的六自由度计算:
public static final double zeroRad = Math.toRadians(0);
public static final double ninetyRad = Math.toRadians(90);
public static final double oneEightyRad = Math.toRadians(180);
public static final double twoSeventyRad = Math.toRadians(270);
public static final strictfp void updateLookVectorsIn6DoF(Vector3f yawPitchAndRoll, Vector3f forward, Vector3f up, Vector3f right) {
final double yaw = Math.toRadians(yawPitchAndRoll.getX());
final double pitch = Math.toRadians(yawPitchAndRoll.getY());
final double roll = Math.toRadians(yawPitchAndRoll.getZ());
final float sinYaw = ((float) Math.sin(yaw));
final float cosYaw = ((float) Math.cos(yaw));
final float sinYaw90 = ((float) Math.sin(yaw + ninetyRad));
//final float sinYaw180 = ((float) Math.sin(yaw + oneEightyRad));
final float cosYaw270 = ((float) Math.cos(yaw - ninetyRad));
final float sinRoll = ((float) Math.sin(roll));
final float cosRoll = ((float) Math.cos(roll));
//final float sinRoll180 = ((float) Math.sin(roll + oneEightyRad));
final float cosPitch90 = ((float) Math.cos(pitch + ninetyRad));
//final float cosPitch270 = ((float) Math.cos(pitch + twoSeventyRad));
final float sinPitch90 = ((float) Math.sin(pitch + ninetyRad));
final float sinPitch270 = ((float) Math.sin(pitch - ninetyRad));
//Forward:(No roll because roll goes around the Z axis and forward movement is in that axis.)
float x = sinYaw * ((float) Math.cos(pitch));
float y = -((float) Math.sin(pitch));
float z = cosYaw * ((float) Math.cos(pitch - oneEightyRad));
forward.set(x, y, z);
//cos(90) = 0, cos(180) = -1, cos(270) = 0, cos(0) = 1
//sin(90) = 1, sin(180) = 0, sin(270) = -1, sin(0) = 0
//Up: Strange things occur when roll is near 90 or 270 and yaw is near 0 or 180
x = -(sinYaw * cosPitch90) * cosRoll - (sinRoll * sinYaw90);
y = -sinPitch270 * cosRoll;
z = (cosYaw * cosPitch90) * cosRoll + (sinRoll * cosYaw270);
up.set(x, y, z);
//Right: Strange things occur when roll is near 90 or 270 and pitch is near 90 or 270
x = (cosRoll * sinYaw90) - (sinRoll * (sinYaw * cosPitch90));
y = 0 - (sinRoll * sinPitch90);//This axis works fine
z = (cosRoll * cosYaw270) + (sinRoll * (sinYaw * cosPitch90));
right.set(x, y, z);
}
我确实在这里发现了一个非常类似的问题,但它使用了矩阵和四元数,我不想这样做,除非我绝对必须这样做(我小心地尝试以正确的顺序乘以横摇和横摇):LWJGL-在使用四元数和平移矩阵的六自由度相机中实现“滚动”的问题
所以我终于掌握了cos和sin的含义(但不要让我教它),并且能够让它发挥作用!
以下是经过改进的新代码:
public static final double zeroRad = Math.toRadians(0);
public static final double ninetyRad = Math.toRadians(90);
public static final double oneEightyRad = Math.toRadians(180);
public static final double twoSeventyRad = Math.toRadians(270);
public static final strictfp void updateLookVectorsIn6DoF(Vector3f yawPitchAndRoll, Vector3f forward, Vector3f up, Vector3f right) {
final double yaw = Math.toRadians(yawPitchAndRoll.getX());
final double pitch = Math.toRadians(yawPitchAndRoll.getY());
final double roll = Math.toRadians(yawPitchAndRoll.getZ());
final float sinYaw = ((float) Math.sin(yaw));
final float cosYaw = ((float) Math.cos(yaw));
final float sinYaw90 = ((float) Math.sin(yaw + ninetyRad));
final float sinYaw270 = ((float) Math.sin(yaw - ninetyRad));//+ twoSeventyRad));
final float cosYaw90 = ((float) Math.cos(yaw + ninetyRad));
final float cosYaw180 = ((float) Math.cos(yaw + oneEightyRad));
final float cosYaw270 = ((float) Math.cos(yaw - ninetyRad));//+ twoSeventyRad));
final float sinRoll = ((float) Math.sin(roll));
final float cosRoll = ((float) Math.cos(roll));
final float cosRoll180 = ((float) Math.cos(roll + oneEightyRad));
final float cosPitch90 = ((float) Math.cos(pitch + ninetyRad));
final float sinPitch90 = ((float) Math.sin(pitch + ninetyRad));
final float sinPitch270 = ((float) Math.sin(pitch - ninetyRad));
//Forward:(No roll because roll goes around the Z axis and forward movement is in that axis.)
float x = sinYaw * ((float) Math.cos(pitch));
float y = -((float) Math.sin(pitch));
float z = cosYaw * ((float) Math.cos(pitch - oneEightyRad));
forward.set(x, y, z);
//Multiply in this order: roll, pitch, yaw
//cos(90) = 0, cos(180) = -1, cos(270) = 0, cos(0) = 1
//sin(90) = 1, sin(180) = 0, sin(270) = -1, sin(0) = 0
//hmm... gimbal lock, eh? No!
//Up://
x = (cosRoll180 * cosPitch90 * sinYaw) - (sinRoll * cosYaw180);
y = -sinPitch270 * cosRoll;
z = (cosRoll * cosPitch90 * cosYaw) + (sinRoll * sinYaw);
up.set(x, y, z);
//Right:
x = (cosRoll * sinYaw90) - (sinRoll * cosPitch90 * cosYaw90);
y = 0 - (sinRoll * sinPitch90);//This axis works fine
z = (cosRoll * cosYaw270) + (sinRoll * cosPitch90 * sinYaw270);
right.set(x, y, z);
}
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