我有一个相机类,它具有旋转和位置以及从位置和旋转生成视图矩阵的方法,相机将视图矩阵发送到渲染器蚀刻帧。(投影矩阵相同,但变化不大)。
class Renderer;
class Camera
{
Renderer& m_renderer;
glm::mat4 GetViewMatrix();
public:
glm::vec3 position;
glm::vec3 rotation;
float Fov;
Camera(Renderer& renderer,float Fov, int width , int height);
void MoveCamera(glm::vec3 direction);
void RotateCamera(glm::vec3 direction);
void Update();
};
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我想要做的是调用“MoveCamera”:
void Camera::MoveCamera(glm::vec3 direction)
{
this->position += direction;
}
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与forwardDirection*deltaTime*speed
从我的主循环。我的问题是从我的旋转和位置创建一个前向矢量。旋转是一个带有度数的向量3,用于创建这样的视图矩阵:
glm::mat4 Camera::GetViewMatrix()
{
glm::mat4 matRoll = glm::mat4(1.0f);
glm::mat4 matPitch = glm::mat4(1.0f);
glm::mat4 matYaw = glm::mat4(1.0f);
matRoll = glm::rotate(matRoll,glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
matPitch = glm::rotate(matPitch, glm::radians(rotation.x), glm::vec3(0.0f, 1.0f, 0.0f));
matYaw = glm::rotate(matYaw, glm::radians(rotation.y), glm::vec3(1.0f, 0.0f, …Run Code Online (Sandbox Code Playgroud)