質問編集履歴
3
文章とタイトルを修正
test
CHANGED
@@ -1 +1 @@
|
|
1
|
-
[OpenGL] カメラの視点回転
|
1
|
+
[OpenGL] カメラの視点回転が正しいのか知りたい。
|
test
CHANGED
@@ -1,12 +1,6 @@
|
|
1
|
-
提示コードですが
|
1
|
+
提示コードですがCamera.cppのコメント部内部のコードなのですがsetLook()関数をMain.cppで使っているのですがcos.sinの使い方と視線の動かし方は正しいのでしょうか?
|
2
|
-
|
3
|
-
|
4
|
-
|
5
|
-
|
6
|
-
|
7
|
-
|
2
|
+
|
8
|
-
|
9
|
-
|
3
|
+
|
10
4
|
|
11
5
|
|
12
6
|
|
@@ -14,9 +8,173 @@
|
|
14
8
|
|
15
9
|
|
16
10
|
|
11
|
+
##### Camera.cpp
|
12
|
+
|
13
|
+
```
|
14
|
+
|
15
|
+
#include "../header/Camera.hpp"
|
16
|
+
|
17
|
+
|
18
|
+
|
19
|
+
#include <glm/glm.hpp>
|
20
|
+
|
17
|
-
|
21
|
+
#include <glm/gtx/transform.hpp>
|
22
|
+
|
18
|
-
|
23
|
+
#include <glm/gtc/matrix_transform.hpp>
|
24
|
+
|
19
|
-
|
25
|
+
#include "../header/Window.hpp"
|
26
|
+
|
27
|
+
#include "../header/Init.hpp"
|
28
|
+
|
29
|
+
|
30
|
+
|
31
|
+
std::shared_ptr<std::vector<FrameWork::D2::VertexAttribute>> FrameWork::Camera::vertex = std::make_shared<std::vector<FrameWork::D2::VertexAttribute>>(0); //頂点配列
|
32
|
+
|
33
|
+
|
34
|
+
|
35
|
+
glm::mat4 FrameWork::Camera::scale = glm::mat4(); //拡大縮小
|
36
|
+
|
37
|
+
glm::mat4 FrameWork::Camera::rotate = glm::mat4(); //回転
|
38
|
+
|
39
|
+
glm::mat4 FrameWork::Camera::translate = glm::mat4(); //平行移動
|
40
|
+
|
41
|
+
|
42
|
+
|
43
|
+
//描画行列
|
44
|
+
|
45
|
+
glm::vec3 FrameWork::Camera::position = glm::vec3(0,0,0); //座標
|
46
|
+
|
47
|
+
glm::vec3 FrameWork::Camera::vecLook = glm::vec3(0,0,-1); //向き(視線)
|
48
|
+
|
49
|
+
glm::mat4 FrameWork::Camera::view = glm::lookAt(glm::vec3(position.x, position.y, position.z), vecLook, glm::vec3(0, 1, 0)); //ビュー行列
|
50
|
+
|
51
|
+
glm::mat4 FrameWork::Camera::projection = glm::perspective(glm::radians(90.0f), 4.0f / 3.0f, 0.00001f, 10000.0f); //透視射形行列
|
52
|
+
|
53
|
+
|
54
|
+
|
55
|
+
// ##################################### 初期化 #####################################
|
56
|
+
|
57
|
+
void FrameWork::Camera::Init()
|
58
|
+
|
59
|
+
{
|
60
|
+
|
61
|
+
vertex->resize(6); //頂点配列を初期化
|
62
|
+
|
63
|
+
}
|
64
|
+
|
65
|
+
|
66
|
+
|
67
|
+
|
68
|
+
|
69
|
+
// ##################################### 頂点属性を取得 #####################################
|
70
|
+
|
71
|
+
std::shared_ptr<std::vector<FrameWork::D2::VertexAttribute>> FrameWork::Camera::getVertexAttribute()
|
72
|
+
|
73
|
+
{
|
74
|
+
|
75
|
+
return vertex;
|
76
|
+
|
77
|
+
}
|
78
|
+
|
79
|
+
|
80
|
+
|
81
|
+
// ##################################### 座標を設定 #####################################
|
82
|
+
|
83
|
+
void FrameWork::Camera::setPosition(glm::vec3 p)
|
84
|
+
|
85
|
+
{
|
86
|
+
|
87
|
+
position = p; //座標
|
88
|
+
|
89
|
+
}
|
90
|
+
|
91
|
+
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
92
|
+
|
93
|
+
// ##################################### 視線を設定 #####################################
|
94
|
+
|
95
|
+
void FrameWork::Camera::setLook(glm::vec3 l)
|
96
|
+
|
97
|
+
{
|
98
|
+
|
99
|
+
vecLook = l; //向き
|
100
|
+
|
101
|
+
|
102
|
+
|
103
|
+
glm::vec3 up = glm::vec3(0, 1, 0);
|
104
|
+
|
105
|
+
glm::vec3 cameraDirection = glm::normalize(position - vecLook);
|
106
|
+
|
107
|
+
glm::vec3 cameraRight = glm::normalize(glm::cross(up, cameraDirection));
|
108
|
+
|
109
|
+
glm::vec3 cameraUp = glm::cross(vecLook, cameraRight);
|
110
|
+
|
111
|
+
|
112
|
+
|
113
|
+
view = glm::lookAt(glm::vec3(position.x, position.y, position.z), position + vecLook,up);
|
114
|
+
|
115
|
+
}
|
116
|
+
|
117
|
+
////////////////////////////////////////////////////////////////////////////////////////////////////////
|
118
|
+
|
119
|
+
// ##################################### 座標を取得 #####################################
|
120
|
+
|
121
|
+
glm::vec3 FrameWork::Camera::getPosition()
|
122
|
+
|
123
|
+
{
|
124
|
+
|
125
|
+
return position;
|
126
|
+
|
127
|
+
}
|
128
|
+
|
129
|
+
|
130
|
+
|
131
|
+
// ##################################### 視線を取得 #####################################
|
132
|
+
|
133
|
+
glm::vec3 FrameWork::Camera::getLook()
|
134
|
+
|
135
|
+
{
|
136
|
+
|
137
|
+
return vecLook;
|
138
|
+
|
139
|
+
}
|
140
|
+
|
141
|
+
|
142
|
+
|
143
|
+
// ##################################### 3D ビュー行列を取得 透視射形行列 #####################################
|
144
|
+
|
145
|
+
glm::mat4 FrameWork::Camera::getViewProjection()
|
146
|
+
|
147
|
+
{
|
148
|
+
|
149
|
+
return projection * view;
|
150
|
+
|
151
|
+
}
|
152
|
+
|
153
|
+
|
154
|
+
|
155
|
+
// ##################################### 2D ビュー行列を取得 正射形 #####################################
|
156
|
+
|
157
|
+
glm::mat4 FrameWork::Camera::getProjection_2D()
|
158
|
+
|
159
|
+
{
|
160
|
+
|
161
|
+
return glm::ortho(0.0f, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0.0f, -1.0f, 1.0f);
|
162
|
+
|
163
|
+
}
|
164
|
+
|
165
|
+
|
166
|
+
|
167
|
+
// ###################### デストラクタ ######################
|
168
|
+
|
169
|
+
FrameWork::Camera::~Camera()
|
170
|
+
|
171
|
+
{
|
172
|
+
|
173
|
+
|
174
|
+
|
175
|
+
}
|
176
|
+
|
177
|
+
```
|
20
178
|
|
21
179
|
|
22
180
|
|
@@ -24,468 +182,70 @@
|
|
24
182
|
|
25
183
|
##### Main.cpp
|
26
184
|
|
185
|
+
```cpp
|
186
|
+
|
187
|
+
|
188
|
+
|
189
|
+
//関数の外に宣言 初期値↓
|
190
|
+
|
191
|
+
float cameraLookSpeed = PI / 100; //視点移動速度
|
192
|
+
|
193
|
+
glm::vec3 cameraLook = glm::vec3(PI /2,PI,0);
|
194
|
+
|
195
|
+
|
196
|
+
|
197
|
+
|
198
|
+
|
199
|
+
|
200
|
+
|
201
|
+
|
202
|
+
|
203
|
+
if (FrameWork::windowContext->getKeyInput(GLFW_KEY_LEFT_CONTROL) > 0)
|
204
|
+
|
205
|
+
{
|
206
|
+
|
207
|
+
if (FrameWork::windowContext->getKeyInput(GLFW_KEY_LEFT) > (short)0)
|
208
|
+
|
209
|
+
{
|
210
|
+
|
211
|
+
cameraLook.x += -cameraLookSpeed;
|
212
|
+
|
213
|
+
}
|
214
|
+
|
215
|
+
else if (FrameWork::windowContext->getKeyInput(GLFW_KEY_RIGHT) > (short)0)
|
216
|
+
|
217
|
+
{
|
218
|
+
|
219
|
+
cameraLook.x += cameraLookSpeed;
|
220
|
+
|
221
|
+
}
|
222
|
+
|
223
|
+
|
224
|
+
|
225
|
+
if (FrameWork::windowContext->getKeyInput(GLFW_KEY_UP) > (short)0)
|
226
|
+
|
227
|
+
{
|
228
|
+
|
229
|
+
cameraLook.y += cameraLookSpeed;
|
230
|
+
|
231
|
+
}
|
232
|
+
|
233
|
+
else if (FrameWork::windowContext->getKeyInput(GLFW_KEY_DOWN) > (short)0)
|
234
|
+
|
235
|
+
{
|
236
|
+
|
237
|
+
cameraLook.y += -cameraLookSpeed;
|
238
|
+
|
239
|
+
}
|
240
|
+
|
241
|
+
}
|
242
|
+
|
243
|
+
|
244
|
+
|
245
|
+
FrameWork::Camera::setLook(glm::vec3(cos(cameraLook.x) * cos(cameraLook.y), sin(cameraLook.y), sin(cameraLook.x) * cos(cameraLook.y)));
|
246
|
+
|
247
|
+
FrameWork::Camera::setPosition(cameraPos);
|
248
|
+
|
249
|
+
|
250
|
+
|
27
251
|
```
|
28
|
-
|
29
|
-
include "../header/FrameWork.hpp"
|
30
|
-
|
31
|
-
#include "../header/Resource.hpp"
|
32
|
-
|
33
|
-
|
34
|
-
|
35
|
-
#include <iostream>
|
36
|
-
|
37
|
-
#include "../header/Camera.hpp"
|
38
|
-
|
39
|
-
|
40
|
-
|
41
|
-
|
42
|
-
|
43
|
-
int main()
|
44
|
-
|
45
|
-
{
|
46
|
-
|
47
|
-
FrameWork::Init(glm::ivec2(800, 600), glm::ivec2(4,2), "FrameWork"); // 初期化
|
48
|
-
|
49
|
-
FrameWork::Camera::Init(); //カメラ初期化
|
50
|
-
|
51
|
-
|
52
|
-
|
53
|
-
|
54
|
-
|
55
|
-
FrameWork::ObjFile cubeFile;
|
56
|
-
|
57
|
-
FrameWork::D3::LoadObj("Model/Cube.obj",cubeFile);
|
58
|
-
|
59
|
-
FrameWork::D3::Object cube(cubeFile);
|
60
|
-
|
61
|
-
|
62
|
-
|
63
|
-
FrameWork::ObjFile groundFile;
|
64
|
-
|
65
|
-
FrameWork::D3::LoadObj("Model/ground.obj",groundFile);
|
66
|
-
|
67
|
-
FrameWork::D3::Object ground(groundFile);
|
68
|
-
|
69
|
-
|
70
|
-
|
71
|
-
|
72
|
-
|
73
|
-
float y = 0;
|
74
|
-
|
75
|
-
float x = 0;
|
76
|
-
|
77
|
-
|
78
|
-
|
79
|
-
float angleY = 0;
|
80
|
-
|
81
|
-
float angleX = 0;
|
82
|
-
|
83
|
-
|
84
|
-
|
85
|
-
float vecSpeed = PI / 100;
|
86
|
-
|
87
|
-
while (*FrameWork::windowContext)
|
88
|
-
|
89
|
-
{
|
90
|
-
|
91
|
-
FrameWork::windowContext->FrameUpdate(glm::vec4(0,0,0,255));
|
92
|
-
|
93
|
-
|
94
|
-
|
95
|
-
|
96
|
-
|
97
|
-
|
98
|
-
|
99
|
-
|
100
|
-
|
101
|
-
if(FrameWork::windowContext->getKeyInput(GLFW_KEY_A) > (short)0)
|
102
|
-
|
103
|
-
{
|
104
|
-
|
105
|
-
angleY = 0.001;
|
106
|
-
|
107
|
-
|
108
|
-
|
109
|
-
cube.setRotate(glm::vec3(0,1,0),angleY);
|
110
|
-
|
111
|
-
}
|
112
|
-
|
113
|
-
else if(FrameWork::windowContext->getKeyInput(GLFW_KEY_D) > (short)0)
|
114
|
-
|
115
|
-
{
|
116
|
-
|
117
|
-
angleY = -0.001;
|
118
|
-
|
119
|
-
cube.setRotate(glm::vec3(0,1,0),angleY);
|
120
|
-
|
121
|
-
|
122
|
-
|
123
|
-
}
|
124
|
-
|
125
|
-
else if(FrameWork::windowContext->getKeyInput(GLFW_KEY_W) > (short)0)
|
126
|
-
|
127
|
-
{
|
128
|
-
|
129
|
-
angleY = 0.001;
|
130
|
-
|
131
|
-
cube.setRotate(glm::vec3(1,0,0),angleY);
|
132
|
-
|
133
|
-
|
134
|
-
|
135
|
-
}
|
136
|
-
|
137
|
-
else if(FrameWork::windowContext->getKeyInput(GLFW_KEY_S) > (short)0)
|
138
|
-
|
139
|
-
{
|
140
|
-
|
141
|
-
angleY = -0.001;
|
142
|
-
|
143
|
-
cube.setRotate(glm::vec3(1,0,0),angleY);
|
144
|
-
|
145
|
-
}
|
146
|
-
|
147
|
-
|
148
|
-
|
149
|
-
|
150
|
-
|
151
|
-
if(FrameWork::windowContext->getKeyInput(GLFW_KEY_LEFT) > (short)0)
|
152
|
-
|
153
|
-
{
|
154
|
-
|
155
|
-
x += -vecSpeed;
|
156
|
-
|
157
|
-
|
158
|
-
|
159
|
-
// printf("left\n");
|
160
|
-
|
161
|
-
// printf("%f , %f \n",x,y);
|
162
|
-
|
163
|
-
|
164
|
-
|
165
|
-
}
|
166
|
-
|
167
|
-
else if(FrameWork::windowContext->getKeyInput(GLFW_KEY_RIGHT) > (short)0)
|
168
|
-
|
169
|
-
{
|
170
|
-
|
171
|
-
x += vecSpeed;
|
172
|
-
|
173
|
-
// printf("right\n");
|
174
|
-
|
175
|
-
// printf("%f , %f \n",x,y);
|
176
|
-
|
177
|
-
|
178
|
-
|
179
|
-
}
|
180
|
-
|
181
|
-
|
182
|
-
|
183
|
-
if(FrameWork::windowContext->getKeyInput(GLFW_KEY_UP) > (short)0)
|
184
|
-
|
185
|
-
{
|
186
|
-
|
187
|
-
y += vecSpeed;
|
188
|
-
|
189
|
-
// printf("up\n");
|
190
|
-
|
191
|
-
// printf("%f , %f \n",x,y);
|
192
|
-
|
193
|
-
|
194
|
-
|
195
|
-
|
196
|
-
|
197
|
-
}
|
198
|
-
|
199
|
-
else if(FrameWork::windowContext->getKeyInput(GLFW_KEY_DOWN) > (short)0)
|
200
|
-
|
201
|
-
{
|
202
|
-
|
203
|
-
y += -vecSpeed;
|
204
|
-
|
205
|
-
// printf("down\n");
|
206
|
-
|
207
|
-
// printf("%f , %f \n",x,y);
|
208
|
-
|
209
|
-
|
210
|
-
|
211
|
-
}
|
212
|
-
|
213
|
-
|
214
|
-
|
215
|
-
|
216
|
-
|
217
|
-
|
218
|
-
|
219
|
-
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
220
|
-
|
221
|
-
FrameWork::Camera::setLook(glm::vec3(cos(x) + 0,sin(y) + 100,sin(x) + 300));
|
222
|
-
|
223
|
-
FrameWork::Camera::setPosition(glm::vec3(0,100,300));
|
224
|
-
|
225
|
-
//////////////////////////////////////////////////////////////////////////////////////////////////////////
|
226
|
-
|
227
|
-
|
228
|
-
|
229
|
-
//Cube
|
230
|
-
|
231
|
-
cube.shader->setEnable();
|
232
|
-
|
233
|
-
cube.setPosition(glm::vec3(0,70,30));
|
234
|
-
|
235
|
-
cube.setScale(glm::vec3(30,30,30));
|
236
|
-
|
237
|
-
// cube.shader->setUniform4f("uFragment",FrameWork::GetGlColor(glm::vec4(0,0,100,255)));
|
238
|
-
|
239
|
-
cube.shader->setUniform3f("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
|
240
|
-
|
241
|
-
cube.shader->setUniform3f("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
|
242
|
-
|
243
|
-
cube.shader->setUniform3f("lightPos", glm::vec3(0,0,0.0f));
|
244
|
-
|
245
|
-
cube.shader->setUniform3f("viewPos",FrameWork::Camera::getPosition());
|
246
|
-
|
247
|
-
cube.Renderer();
|
248
|
-
|
249
|
-
cube.shader->setDisable();
|
250
|
-
|
251
|
-
|
252
|
-
|
253
|
-
|
254
|
-
|
255
|
-
|
256
|
-
|
257
|
-
|
258
|
-
|
259
|
-
|
260
|
-
|
261
|
-
//Ground
|
262
|
-
|
263
|
-
ground.shader->setEnable();
|
264
|
-
|
265
|
-
ground.setPosition(glm::vec3(0,0,0));
|
266
|
-
|
267
|
-
ground.setScale(glm::vec3(1,1,1));
|
268
|
-
|
269
|
-
ground.shader->setUniform3f("objectColor", glm::vec3(1.0f, 0.5f, 0.31f));
|
270
|
-
|
271
|
-
ground.shader->setUniform3f("lightColor", glm::vec3(1.0f, 1.0f, 1.0f));
|
272
|
-
|
273
|
-
ground.shader->setUniform3f("lightPos", glm::vec3(0,0,0));
|
274
|
-
|
275
|
-
ground.shader->setUniform3f("viewPos", FrameWork::Camera::getPosition());
|
276
|
-
|
277
|
-
//ground.shader->setUniform4f("uFragment",FrameWork::GetGlColor(glm::vec4(0,100,0,255)));
|
278
|
-
|
279
|
-
ground.Renderer();
|
280
|
-
|
281
|
-
ground.shader->setDisable();
|
282
|
-
|
283
|
-
|
284
|
-
|
285
|
-
|
286
|
-
|
287
|
-
|
288
|
-
|
289
|
-
|
290
|
-
|
291
|
-
|
292
|
-
|
293
|
-
|
294
|
-
|
295
|
-
FrameWork::windowContext->Wait();
|
296
|
-
|
297
|
-
FrameWork::windowContext->SwapBuffers();
|
298
|
-
|
299
|
-
}
|
300
|
-
|
301
|
-
|
302
|
-
|
303
|
-
|
304
|
-
|
305
|
-
|
306
|
-
|
307
|
-
|
308
|
-
|
309
|
-
|
310
|
-
|
311
|
-
return 0;
|
312
|
-
|
313
|
-
}
|
314
|
-
|
315
|
-
|
316
|
-
|
317
|
-
```
|
318
|
-
|
319
|
-
|
320
|
-
|
321
|
-
|
322
|
-
|
323
|
-
|
324
|
-
|
325
|
-
##### Camera.cpp
|
326
|
-
|
327
|
-
```
|
328
|
-
|
329
|
-
#include "../header/Camera.hpp"
|
330
|
-
|
331
|
-
|
332
|
-
|
333
|
-
#include <glm/glm.hpp>
|
334
|
-
|
335
|
-
#include <glm/gtx/transform.hpp>
|
336
|
-
|
337
|
-
#include <glm/gtc/matrix_transform.hpp>
|
338
|
-
|
339
|
-
#include "../header/Window.hpp"
|
340
|
-
|
341
|
-
#include "../header/Init.hpp"
|
342
|
-
|
343
|
-
|
344
|
-
|
345
|
-
std::shared_ptr<std::vector<FrameWork::D2::VertexAttribute>> FrameWork::Camera::vertex = std::make_shared<std::vector<FrameWork::D2::VertexAttribute>>(0); //頂点配列
|
346
|
-
|
347
|
-
|
348
|
-
|
349
|
-
glm::mat4 FrameWork::Camera::scale = glm::mat4(); //拡大縮小
|
350
|
-
|
351
|
-
glm::mat4 FrameWork::Camera::rotate = glm::mat4(); //回転
|
352
|
-
|
353
|
-
glm::mat4 FrameWork::Camera::translate = glm::mat4(); //平行移動
|
354
|
-
|
355
|
-
|
356
|
-
|
357
|
-
//描画行列
|
358
|
-
|
359
|
-
glm::vec3 FrameWork::Camera::position = glm::vec3(0,0,0); //座標
|
360
|
-
|
361
|
-
glm::vec3 FrameWork::Camera::vecLook = glm::vec3(0,0,-1); //向き(視線)
|
362
|
-
|
363
|
-
glm::mat4 FrameWork::Camera::view = glm::lookAt(glm::vec3(position.x, position.y, position.z), vecLook, glm::vec3(0, 1, 0)); //ビュー行列
|
364
|
-
|
365
|
-
glm::mat4 FrameWork::Camera::projection = glm::perspective(glm::radians(90.0f), 4.0f / 3.0f, 0.00001f, 10000.0f); //透視射形行列
|
366
|
-
|
367
|
-
|
368
|
-
|
369
|
-
// ##################################### 初期化 #####################################
|
370
|
-
|
371
|
-
void FrameWork::Camera::Init()
|
372
|
-
|
373
|
-
{
|
374
|
-
|
375
|
-
vertex->resize(6); //頂点配列を初期化
|
376
|
-
|
377
|
-
}
|
378
|
-
|
379
|
-
|
380
|
-
|
381
|
-
|
382
|
-
|
383
|
-
// ##################################### 頂点属性を取得 #####################################
|
384
|
-
|
385
|
-
std::shared_ptr<std::vector<FrameWork::D2::VertexAttribute>> FrameWork::Camera::getVertexAttribute()
|
386
|
-
|
387
|
-
{
|
388
|
-
|
389
|
-
return vertex;
|
390
|
-
|
391
|
-
}
|
392
|
-
|
393
|
-
|
394
|
-
|
395
|
-
// ##################################### 座標を設定 #####################################
|
396
|
-
|
397
|
-
void FrameWork::Camera::setPosition(glm::vec3 p)
|
398
|
-
|
399
|
-
{
|
400
|
-
|
401
|
-
position = p; //座標
|
402
|
-
|
403
|
-
}
|
404
|
-
|
405
|
-
|
406
|
-
|
407
|
-
// ##################################### 視線を設定 #####################################
|
408
|
-
|
409
|
-
void FrameWork::Camera::setLook(glm::vec3 l)
|
410
|
-
|
411
|
-
{
|
412
|
-
|
413
|
-
vecLook = l; //向き
|
414
|
-
|
415
|
-
glm::vec3 up = glm::vec3(0, 1, 0);
|
416
|
-
|
417
|
-
|
418
|
-
|
419
|
-
glm::vec3 cameraDirection = glm::normalize(position - vecLook);
|
420
|
-
|
421
|
-
glm::vec3 cameraRight = glm::normalize(glm::cross(up, cameraDirection));
|
422
|
-
|
423
|
-
glm::vec3 cameraUp = glm::cross(vecLook, cameraRight);
|
424
|
-
|
425
|
-
|
426
|
-
|
427
|
-
view = glm::lookAt(glm::vec3(position.x, position.y, position.z), position + vecLook,glm::vec3(0, 1, 0));
|
428
|
-
|
429
|
-
}
|
430
|
-
|
431
|
-
|
432
|
-
|
433
|
-
// ##################################### 座標を取得 #####################################
|
434
|
-
|
435
|
-
glm::vec3 FrameWork::Camera::getPosition()
|
436
|
-
|
437
|
-
{
|
438
|
-
|
439
|
-
return position;
|
440
|
-
|
441
|
-
}
|
442
|
-
|
443
|
-
|
444
|
-
|
445
|
-
// ##################################### 視線を取得 #####################################
|
446
|
-
|
447
|
-
glm::vec3 FrameWork::Camera::getLook()
|
448
|
-
|
449
|
-
{
|
450
|
-
|
451
|
-
return vecLook;
|
452
|
-
|
453
|
-
}
|
454
|
-
|
455
|
-
|
456
|
-
|
457
|
-
// ##################################### 3D ビュー行列を取得 透視射形行列 #####################################
|
458
|
-
|
459
|
-
glm::mat4 FrameWork::Camera::getViewProjection()
|
460
|
-
|
461
|
-
{
|
462
|
-
|
463
|
-
return projection * view;
|
464
|
-
|
465
|
-
}
|
466
|
-
|
467
|
-
|
468
|
-
|
469
|
-
// ##################################### 2D ビュー行列を取得 正射形 #####################################
|
470
|
-
|
471
|
-
glm::mat4 FrameWork::Camera::getProjection_2D()
|
472
|
-
|
473
|
-
{
|
474
|
-
|
475
|
-
return glm::ortho(0.0f, FrameWork::windowContext->getSize().x, FrameWork::windowContext->getSize().y, 0.0f, -1.0f, 1.0f);
|
476
|
-
|
477
|
-
}
|
478
|
-
|
479
|
-
|
480
|
-
|
481
|
-
// ###################### デストラクタ ######################
|
482
|
-
|
483
|
-
FrameWork::Camera::~Camera()
|
484
|
-
|
485
|
-
{
|
486
|
-
|
487
|
-
|
488
|
-
|
489
|
-
}
|
490
|
-
|
491
|
-
```
|
2
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -10,6 +10,10 @@
|
|
10
10
|
|
11
11
|
|
12
12
|
|
13
|
+
参考サイト: [https://learnopengl.com/Getting-started/Camera](https://learnopengl.com/Getting-started/Camera)
|
14
|
+
|
15
|
+
|
16
|
+
|
13
17
|
![イメージ説明](08d28edb4f3b830f74d57229b6b5d9fb.png)
|
14
18
|
|
15
19
|
|
@@ -408,7 +412,19 @@
|
|
408
412
|
|
409
413
|
vecLook = l; //向き
|
410
414
|
|
415
|
+
glm::vec3 up = glm::vec3(0, 1, 0);
|
416
|
+
|
417
|
+
|
418
|
+
|
419
|
+
glm::vec3 cameraDirection = glm::normalize(position - vecLook);
|
420
|
+
|
421
|
+
glm::vec3 cameraRight = glm::normalize(glm::cross(up, cameraDirection));
|
422
|
+
|
423
|
+
glm::vec3 cameraUp = glm::cross(vecLook, cameraRight);
|
424
|
+
|
425
|
+
|
426
|
+
|
411
|
-
view = glm::lookAt(glm::vec3(position.x, position.y, position.z), vecLook,
|
427
|
+
view = glm::lookAt(glm::vec3(position.x, position.y, position.z), position + vecLook,glm::vec3(0, 1, 0));
|
412
428
|
|
413
429
|
}
|
414
430
|
|
1
文章を修正
test
CHANGED
File without changes
|
test
CHANGED
@@ -1,4 +1,4 @@
|
|
1
|
-
提示コードですがMain.cppのようにカメラを上下左右に回転させたいのですがそれをするには回転姿勢を扱う必要があるのですがそれはどういった行列の計算が必要なのでしょうか?
|
1
|
+
提示コードですがMain.cppのコメント部のようにカメラを上下左右に回転させたいのですがそれをするには回転姿勢を扱う必要があるのですがそれはどういった行列の計算が必要なのでしょうか?
|
2
2
|
|
3
3
|
|
4
4
|
|
@@ -212,13 +212,13 @@
|
|
212
212
|
|
213
213
|
|
214
214
|
|
215
|
-
|
215
|
+
/////////////////////////////////////////////////////////////////////////////////////////////////////
|
216
216
|
|
217
217
|
FrameWork::Camera::setLook(glm::vec3(cos(x) + 0,sin(y) + 100,sin(x) + 300));
|
218
218
|
|
219
219
|
FrameWork::Camera::setPosition(glm::vec3(0,100,300));
|
220
220
|
|
221
|
-
|
221
|
+
//////////////////////////////////////////////////////////////////////////////////////////////////////////
|
222
222
|
|
223
223
|
|
224
224
|
|