我写在OpenGL的专用网和动画格式的浏览器。
在渲染过程中的变换矩阵对于每个骨(节点)创建并应用到骨附接至顶点。
这是可能的骨被标记为“布告板式”,这是大多数人都知道,意味着它应该总是面对摄像机。
这样的想法是产生它用来改造它附加到顶点时骨基质,使顶点被布告板式。
在我的测试模型,它应该是这样的:
不过目前看起来是这样的:
请注意,尽管其不正确的方向,这是布告板式。 正如无论相机看起来哪个方向,这些顶点总是面临着在那个方位方向。
我对生成矩阵标记为布告板式是骨头代码:
mat4 view;
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)&view);
vec4 camPos = vec4(-view[3].x, -view[3].y, -view[3].z,1);
vec3 camUp = vec3(view[0].y, view[1].y, view[2].y);
// zero the translation in the matrix, so we can use the matrix to transform
// camera postion to world coordinates using the view matrix
view[3].x = view[3].y = view[3].z = 0;
// the view matrix is how to get to the gluLookAt pos from what we gave as
// input for the camera position, so to go the other way we need to reverse
// the rotation. Transposing the matrix will do this.
{
float * matrix = (float*)&view;
float temp[16];
// copy this into temp
memcpy(temp, matrix, sizeof(float) * 16);
matrix[1] = temp[4]; matrix[4] = temp[1];
matrix[2] = temp[8]; matrix[8] = temp[2];
matrix[6] = temp[9]; matrix[9] = temp[6];
}
// get the correct position of the camera in world space
camPos = view * camPos;
//vec3 pos = pivot;
vec3 look = glm::normalize(vec3(camPos.x-pos.x,camPos.y-pos.y,camPos.z-pos.z));
vec3 right = glm::cross(camUp,look);
vec3 up = glm::cross(look,right);
mat4 bmatrix;
bmatrix[0].x = right.x;
bmatrix[0].y = right.y;
bmatrix[0].z = right.z;
bmatrix[0].w = 0;
bmatrix[1].x = up.x;
bmatrix[1].y = up.y;
bmatrix[1].z = up.z;
bmatrix[1].w = 0;
bmatrix[2].x = look.x;
bmatrix[2].y = look.y;
bmatrix[2].z = look.z;
bmatrix[2].w = 0;
bmatrix[3].x = pos.x;
bmatrix[3].y = pos.y;
bmatrix[3].z = pos.z;
bmatrix[3].w = 1;
我使用GLM做所涉及的数学。
虽然这部分代码是基于关闭教程这里 ,代码的其他部分都基于一个类似于我建立一个开源项目。 但是,这种程序对DirectX写的,我没有多少运气直接转换。 对于广告牌效果的(工作)的DirectX代码如下所示:
D3DXMatrixRotationY(&CameraRotationMatrixY, -Camera.GetPitch());
D3DXMatrixRotationZ(&CameraRotationMatrixZ, Camera.GetYaw());
D3DXMatrixMultiply(&CameraRotationMatrix, &CameraRotationMatrixY, &CameraRotationMatrixZ);
D3DXQuaternionRotationMatrix(&CameraRotation, &CameraRotationMatrix);
D3DXMatrixTransformation(&CameraRotationMatrix, NULL, NULL, NULL, &ModelBaseData->PivotPoint, &CameraRotation, NULL);
D3DXMatrixDecompose(&Scaling, &Rotation, &Translation, &BaseMatrix);
D3DXMatrixTransformation(&RotationMatrix, NULL, NULL, NULL, &ModelBaseData->PivotPoint, &Rotation, NULL);
D3DXMatrixMultiply(&TempMatrix, &CameraRotationMatrix, &RotationMatrix);
D3DXMatrixMultiply(&BaseMatrix, &TempMatrix, &BaseMatrix);
请注意,结果存储在baseMatrix的DirectX版本。
EDIT2:这里是我想出了当我试图根据datenwolf的建议修改我的代码。 我敢肯定我犯了一些错误依然。 这种尝试创建与相机对象的一端直接严重扭曲的结果。
mat4 view;
glGetFloatv(GL_MODELVIEW_MATRIX, (float*)&view);
vec3 pos = vec3(calculatedMatrix[3].x,calculatedMatrix[3].y,calculatedMatrix[3].z);
mat4 inverted = glm::inverse(view);
vec4 plook = inverted * vec4(0,0,0,1);
vec3 look = vec3(plook.x,plook.y,plook.z);
vec3 right = orthogonalize(vec3(view[0].x,view[1].x,view[2].x),look);
vec3 up = orthogonalize(vec3(view[0].y,view[1].y,view[2].y),look);
mat4 bmatrix;
bmatrix[0].x = right.x;
bmatrix[0].y = right.y;
bmatrix[0].z = right.z;
bmatrix[0].w = 0;
bmatrix[1].x = up.x;
bmatrix[1].y = up.y;
bmatrix[1].z = up.z;
bmatrix[1].w = 0;
bmatrix[2].x = look.x;
bmatrix[2].y = look.y;
bmatrix[2].z = look.z;
bmatrix[2].w = 0;
bmatrix[3].x = pos.x;
bmatrix[3].y = pos.y;
bmatrix[3].z = pos.z;
bmatrix[3].w = 1;
calculatedMatrix = bmatrix;
vec3 orthogonalize(vec3 toOrtho, vec3 orthoAgainst) {
float bottom = (orthoAgainst.x*orthoAgainst.x)+(orthoAgainst.y*orthoAgainst.y)+(orthoAgainst.z*orthoAgainst.z);
float top = (toOrtho.x*orthoAgainst.x)+(toOrtho.y*orthoAgainst.y)+(toOrtho.z*orthoAgainst.z);
return toOrtho - top/bottom*orthoAgainst;
}