本文介绍了相机旋转的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
与我之前的问题一样,我设法在opengl中创建了一个小太阳系慢跑:)现在我想旋转相机以从不同角度显示它.
我设法旋转了多维数据集,但是它们的移动平面保持不变.
As with my previous question i managed to create little solar system in opengl and jogl :)Now i want to rotate the camera to show it from different angles.
I managed to rotate the cubes, but their plane of movement remains unchanged.
GL3 gl = drawable.getGL().getGL3();
GL3 gl = drawable.getGL().getGL3();
gl.glClear(GL3.GL_COLOR_BUFFER_BIT | GL3.GL_DEPTH_BUFFER_BIT);
//Model View Matrix
//Mat4 mv = new Mat4();
Mat4 mv = MatrixMath.lookAt(this.eyeX,this.eyeY,this.eyeZ,this.at,this.up);
mv = mv.mul(MatrixMath.rotationZ(satellite));
mv.set(2, 2, 0.0f);
mv.set(2, 3, 0.0f);
cubeprogram.passUniformMatrix(gl, "model_view", mv);
gl.glDrawArrays( GL3.GL_TRIANGLES, 0, numVertices );
angle += 2.0f;
satellite = angle + 8.0f;
if (angle > 360.0f)
angle -= 360.0f;
float positionX = setMovementX(angle, 0.8f);
float positionZ = setMovementZ(angle, 0.8f);
// mv = MatrixMath.lookAt(this.eyeX,this.eyeY,this.eyeZ,this.at,this.up);
mv = mv.mul(MatrixMath.rotationZ(satellite));
mv.set(0, 3, positionX);
mv.set(2, 3, positionZ);
cubeprogram.passUniformMatrix(gl, "model_view", mv);
gl.glDrawArrays( GL3.GL_TRIANGLES, 0, numVertices );
positionX = setMovementX(satellite, 0.2f);
positionZ = setMovementZ(satellite, 0.2f);
Mat4 sm = new Mat4( 1.0f, 0.0f, 0.0f, positionX,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, positionZ,
0.0f, 0.0f, 0.0f, 1.0f);
mv = mv.mul(sm);
mv = mv.mul(MatrixMath.rotationZ(angle));
cubeprogram.use(gl);
cubeprogram.passUniformMatrix(gl, "model_view", mv);
gl.glDrawArrays( GL3.GL_TRIANGLES, 0, numVertices );
cubeprogram.setUniformMatrix("projection", projection);`
//定义
public static Mat4 lookAt(Vec4 eye, Vec4 at, Vec4 up) {
final Vec4 eyeneg = eye.neg();
final Vec4 n = VectorMath.normalize(eye.sub(at));
final Vec4 u = VectorMath.normalize(VectorMath.cross(up, n));
final Vec4 v = VectorMath.normalize(VectorMath.cross(n, u));
final Vec4 t = new Vec4(0, 0, 0, 1);
final Mat4 c = new Mat4(u, v, n, t);
return c.mul(MatrixMath.translate(eyeneg));
}
public static Mat4 lookAt(float x, float y, float z, Vec4 at, Vec4 up) {
final Vec4 eye = new Vec4(x, y, z, 1.0f);
return lookAt(eye, at, up);
}
推荐答案
检查jogl的pmvMatrix
Check jogl's pmvMatrix
对于相机:
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
pmvMatrix.glLoadIdentity();
pmvMatrix.gluPerspective(fov, aspect, zNear, zFar);
pmvMatrix.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
pmvMatrix.glLoadIdentity();
pmvMatrix.glRotatef(-pitch, 1, 0, 0);
pmvMatrix.glRotatef(-yaw, 0, 1, 0);
pmvMatrix.glRotatef(-roll, 0, 0, 1);
pmvMatrix.glTranslatef(-position.x, -position.y, -position.z);
pmvMatrix.update();
固定功能:
gl.glMatrixMode(GLMatrixFunc.GL_PROJECTION);
gl.glLoadMatrixf(pmvMatrix.glGetPMatrixf());
gl.glMatrixMode(GLMatrixFunc.GL_MODELVIEW);
gl.glLoadMatrixf(pmvMatrix.glGetMvMatrixf());
着色器:
GLUniformData pmvMatrixUniform;
初始化代码...
PMVMatrix pmvMatrix = ...;
state.attachObject("pmvMatrix", pmvMatrix);
pmvMatrixUniform = new GLUniformData("pmvMatrix", 4, 4, pmvMatrix.glGetPMvMatrixf());
state.ownUniform(pmvMatrixUniform);
state.uniform(gl, pmvMatrixUniform);
显示代码...
state.uniform(gl, pmvMatrixUniform);
这篇关于相机旋转的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!