[英]Opengl Free cam (from Learnopengl) to 3rd cam
我正在學習 opengl 並按照 learnopengl 網站 ( https://learnopengl.com/ ) 上的教程進行操作
有人可以幫我把這個相機從 learnopengl 教程轉換成第三人稱嗎?
我試過把物體(角色)的值放進去,但是我不能讓相機圍繞玩家旋轉。 只有物體走在相機前面,如果我轉向側面,物體就會跟着轉,看起來像FPS相機,物體(角色)就是武器。
走的代碼(鍵盤):
void processKeyboard(Camera_Movement direction, float deltaTime)
{
frontY = Front.y;//para tirar o freeCamera
if (cameraStyle == FPS_CAMERA) {
Front.y = 0;
}
float velocity = MovementSpeed * deltaTime;
if (direction == FORWARD)
Position += Front * velocity;
if (direction == BACKWARD)
Position -= Front * velocity;
if (direction == LEFT)
Position -= Right * velocity;
if (direction == RIGHT)
Position += Right * velocity;
Front.y = frontY;
}
鼠標事件:
void processMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true)
{
xoffset *= MouseSensitivity;
yoffset *= MouseSensitivity;
Yaw += xoffset;
Pitch += yoffset;
// Make sure that when pitch is out of bounds, screen doesn't get flipped
if (constrainPitch)
{
if (Pitch > 89.0f)
Pitch = 89.0f;
if (Pitch < -89.0f)
Pitch = -89.0f;
}
// Update Front, Right and Up Vectors using the updated Euler angles
updateCameraVectors();
}
要更新值:
void updateCameraVectors()
{
// Calculate the new Front vector
glm::vec3 front;
front.x = cos(glm::radians(Yaw)) * cos(glm::radians(Pitch));
front.y = sin(glm::radians(Pitch));
front.z = sin(glm::radians(Yaw)) * cos(glm::radians(Pitch));
Front = glm::normalize(front);
// Also re-calculate the Right and Up vector
Right = glm::normalize(glm::cross(Front, WorldUp)); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
Up = glm::normalize(glm::cross(Right, Front));
}
並使用:
glm::vec3 playerPosition = glm::vec3(Position.x, terrainY, Position.z) + glm::vec3(1, -0.06f, 1)
有沒有人經歷過這個,誰能幫助我? 謝謝
這是我用來創建第三人稱相機的代碼:
float pitch = -Pitch;
// I use a 90.0f offset
// but you can play around with that value to suit your needs
float yaw = Yaw - 90.0f;
// constrain pitch so you don't look from below ground level
if (pitch < 0.0) {
pitch = 0.0;
}
// algorithm from ThinMatrix video on third person cameras
float distance = 20.0f;
float x = distance * cos(glm::radians(pitch)) * sin(radians(-yaw));
float y = distance * sin(glm::radians(pitch));
float z = distance * cos(glm::radians(pitch)) * cos(glm::radians(yaw));
glm::vec3 tpCamPos = playerPosition + vec3(-x, y, -z);
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