处理摄像机旋转的正确方法

3

让我们首先考虑两种类型的摄像机旋转:

摄像机围绕一个点旋转(轨道):

def rotate_around_target(self, target, delta):
    right = (self.target - self.eye).cross(self.up).normalize()
    amount = (right * delta.y + self.up * delta.x)
    self.target = target
    self.up = self.original_up
    self.eye = (
        mat4.rotatez(amount.z) *
        mat4.rotatey(amount.y) *
        mat4.rotatex(amount.x) *
        vec3(self.eye)
    )

相机围绕目标旋转 (FPS)

def rotate_target(self, delta):
    right = (self.target - self.eye).cross(self.up).normalize()
    self.target = (
        mat4.translate(self.eye) *
        mat4().rotate(delta.y, right) *
        mat4().rotate(delta.x, self.up) *
        mat4.translate(-self.eye) *
        self.target
    )

然后只需更新函数,其中投影/视图矩阵是由眼睛/目标/上方相机向量计算出来的:

def update(self, aspect):
    self.view = mat4.lookat(self.eye, self.target, self.up)
    self.projection = mat4.perspective_fovx(
        self.fov, aspect, self.near, self.far
    )

当相机视角方向与上轴(这里是z轴)平行时,这些旋转函数的问题就出现了...此时相机的行为变得非常糟糕,会出现以下故障:
因此,我的问题是,如何调整上述代码,使相机在完全旋转时不会在某些边缘点看起来很奇怪(相机轴会翻转:/)?
我希望与许多DCC软件(3dsmax,maya等)具有相同的行为,它们可以进行完全旋转而不呈现任何奇怪的行为。
编辑:
对于那些想要尝试数学的人,我决定创建一个非常简约的版本,能够重现所解释的问题。
import math
from ctypes import c_void_p

import numpy as np
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

import glm


class Camera():

    def __init__(
        self,
        eye=None, target=None, up=None,
        fov=None, near=0.1, far=100000
    ):
        self.eye = eye or glm.vec3(0, 0, 1)
        self.target = target or glm.vec3(0, 0, 0)
        self.up = up or glm.vec3(0, 1, 0)
        self.original_up = glm.vec3(self.up)
        self.fov = fov or glm.radians(45)
        self.near = near
        self.far = far

    def update(self, aspect):
        self.view = glm.lookAt(
            self.eye, self.target, self.up
        )
        self.projection = glm.perspective(
            self.fov, aspect, self.near, self.far
        )

    def rotate_target(self, delta):
        right = glm.normalize(glm.cross(self.target - self.eye, self.up))
        M = glm.mat4(1)
        M = glm.translate(M, self.eye)
        M = glm.rotate(M, delta.y, right)
        M = glm.rotate(M, delta.x, self.up)
        M = glm.translate(M, -self.eye)
        self.target = glm.vec3(M * glm.vec4(self.target, 1.0))

    def rotate_around_target(self, target, delta):
        right = glm.normalize(glm.cross(self.target - self.eye, self.up))
        amount = (right * delta.y + self.up * delta.x)
        M = glm.mat4(1)
        M = glm.rotate(M, amount.z, glm.vec3(0, 0, 1))
        M = glm.rotate(M, amount.y, glm.vec3(0, 1, 0))
        M = glm.rotate(M, amount.x, glm.vec3(1, 0, 0))
        self.eye = glm.vec3(M * glm.vec4(self.eye, 1.0))
        self.target = target
        self.up = self.original_up

    def rotate_around_origin(self, delta):
        return self.rotate_around_target(glm.vec3(0), delta)


class GlutController():

    FPS = 0
    ORBIT = 1

    def __init__(self, camera, velocity=100, velocity_wheel=100):
        self.velocity = velocity
        self.velocity_wheel = velocity_wheel
        self.camera = camera

    def glut_mouse(self, button, state, x, y):
        self.mouse_last_pos = glm.vec2(x, y)
        self.mouse_down_pos = glm.vec2(x, y)

        if button == GLUT_LEFT_BUTTON:
            self.mode = self.FPS
        elif button == GLUT_RIGHT_BUTTON:
            self.mode = self.ORBIT

    def glut_motion(self, x, y):
        pos = glm.vec2(x, y)
        move = self.mouse_last_pos - pos
        self.mouse_last_pos = pos

        if self.mode == self.FPS:
            self.camera.rotate_target(move * 0.005)
        elif self.mode == self.ORBIT:
            self.camera.rotate_around_origin(move * 0.005)


class MyWindow:

    def __init__(self, w, h):
        self.width = w
        self.height = h

        glutInit()
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(w, h)
        glutCreateWindow('OpenGL Window')

        self.startup()

        glutReshapeFunc(self.reshape)
        glutDisplayFunc(self.display)
        glutMouseFunc(self.controller.glut_mouse)
        glutMotionFunc(self.controller.glut_motion)
        glutIdleFunc(self.idle_func)

    def startup(self):
        glEnable(GL_DEPTH_TEST)

        aspect = self.width / self.height
        self.camera = Camera(
            eye=glm.vec3(10, 10, 10),
            target=glm.vec3(0, 0, 0),
            up=glm.vec3(0, 1, 0)
        )
        self.model = glm.mat4(1)
        self.controller = GlutController(self.camera)

    def run(self):
        glutMainLoop()

    def idle_func(self):
        glutPostRedisplay()

    def reshape(self, w, h):
        glViewport(0, 0, w, h)
        self.width = w
        self.height = h

    def display(self):
        self.camera.update(self.width / self.height)

        glClearColor(0.2, 0.3, 0.3, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(glm.degrees(self.camera.fov), self.width / self.height, self.camera.near, self.camera.far)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        e = self.camera.eye
        t = self.camera.target
        u = self.camera.up
        gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)
        glColor3f(1, 1, 1)
        glBegin(GL_LINES)
        for i in range(-5, 6):
            if i == 0:
                continue
            glVertex3f(-5, 0, i)
            glVertex3f(5, 0, i)
            glVertex3f(i, 0, -5)
            glVertex3f(i, 0, 5)
        glEnd()

        glBegin(GL_LINES)
        glColor3f(1, 0, 0)
        glVertex3f(-5, 0, 0)
        glVertex3f(5, 0, 0)
        glColor3f(0, 1, 0)
        glVertex3f(0, -5, 0)
        glVertex3f(0, 5, 0)
        glColor3f(0, 0, 1)
        glVertex3f(0, 0, -5)
        glVertex3f(0, 0, 5)
        glEnd()

        glutSwapBuffers()


if __name__ == '__main__':
    window = MyWindow(800, 600)
    window.run()

要运行它,您需要安装pyopenglpyglm


这就是为什么你需要基于四元数的旋转。你面临的问题可以通过万向锁来解释。 - Paritosh Kulkarni
我听说过万向节锁定很多次,但我从未完全理解其背后的数学原理。当使用父级旋转时,您可能会得到6种可能的组合{xyz,xzy,yxz,yzx,zxy,zyx},在所有这些组合中,都存在某些情况下会发生万向节锁定的情况,在发布的代码中,如何确定将发生万向节锁定?但最有趣的问题是,您将如何更新代码以使用四元数?您可以假设存在典型的四元数类。 - BPL
1
如果中间角度为90度,将会发生Gimabl锁定。但这只是一个附注。解决此问题不需要四元数。您的问题的根本原因是您无特定原因使用了一些“lookAt”函数。您只需要相机位置(通常是向量)和其3D方向(表示为旋转矩阵或四元数或任何您认为合适的方式)。因此,您可以轻松地从两者创建视图矩阵,并且可以单独调整两个组件。 - derhass
1
这里的问题在于修复你的 lookAt 函数的唯一解决方案不仅涉及旋转 target 向量,还需要同时旋转 up 向量 - 要完成这个操作,你需要一些合理的相机方向表示方法(mat 或者 quat),但是如果你有了这个方法,你根本不需要使用 lookAt 函数。 - derhass
ammount = (right * delta.y + self.up * delta.x) 这是一种奇怪的尝试,试图结合两个轴上的旋转,但肯定是不正确的。FPS相机中的矩阵代码可以产生更好的结果,并且可以进行调整。 - meowgoesthedog
3个回答

2
我建议在视图空间中围绕一个轴进行旋转。
您需要知道视图矩阵(V)。由于视图矩阵已经编码在self.eye、self.target和self.up中,因此必须通过lookAt计算它:
V = glm.lookAt(self.eye, self.target, self.up)

在视图空间中计算枢轴,旋转角度和旋转轴。在这种情况下,轴是向右旋转的方向,其中y轴必须翻转:
pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
axis  = glm.vec3(-delta.y, -delta.x, 0)
angle = glm.length(delta)

设置旋转矩阵R,并计算围绕枢轴RP的旋转矩阵。最后,通过旋转矩阵将视图矩阵(V)进行变换。结果是新的视图矩阵NV:
R  = glm.rotate( glm.mat4(1), angle, axis )
RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
NV = RP * V

从新视图矩阵NV中解码self.eye、self.target和self.up:
C = glm.inverse(NV)
targetDist  = glm.length(self.target - self.eye)
self.eye    = glm.vec3(C[3])
self.target = self.eye - glm.vec3(C[2]) * targetDist 
self.up     = glm.vec3(C[1])

方法 rotate_around_target_view 的完整代码如下:
def rotate_around_target_view(self, target, delta):

    V = glm.lookAt(self.eye, self.target, self.up)

    pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
    axis  = glm.vec3(-delta.y, -delta.x, 0)
    angle = glm.length(delta)

    R  = glm.rotate( glm.mat4(1), angle, axis )
    RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
    NV = RP * V

    C = glm.inverse(NV)
    targetDist  = glm.length(self.target - self.eye)
    self.eye    = glm.vec3(C[3])
    self.target = self.eye - glm.vec3(C[2]) * targetDist 
    self.up     = glm.vec3(C[1])

最后,它可以围绕世界原点、眼睛位置甚至任何其他点旋转。
def rotate_around_origin(self, delta):
    return self.rotate_around_target_view(glm.vec3(0), delta)

def rotate_target(self, delta):
    return self.rotate_around_target_view(self.eye, delta)

或者,旋转可以在模型的世界空间中进行。解决方案非常相似。 旋转是在世界空间中完成的,因此枢轴点不必转换到视图空间,并且旋转是在视图矩阵之前应用的(NV = V * RP):
def rotate_around_target_world(self, target, delta):

    V = glm.lookAt(self.eye, self.target, self.up)

    pivot = target
    axis  = glm.vec3(-delta.y, -delta.x, 0)
    angle = glm.length(delta)

    R  = glm.rotate( glm.mat4(1), angle, axis )
    RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
    NV = V * RP

    C = glm.inverse(NV)
    targetDist  = glm.length(self.target - self.eye)
    self.eye    = glm.vec3(C[3])
    self.target = self.eye - glm.vec3(C[2]) * targetDist 
    self.up     = glm.vec3(C[1]) 

def rotate_around_origin(self, delta):
    return self.rotate_around_target_world(glm.vec3(0), delta)


当然,这两种解决方案可以结合使用。通过垂直拖动(上下),视图可以围绕其水平轴旋转。通过水平拖动(左右),模型(世界)可以围绕其(上)轴旋转:
def rotate_around_target(self, target, delta):
    if abs(delta.x) > 0:
        self.rotate_around_target_world(target, glm.vec3(delta.x, 0.0, 0.0))
    if abs(delta.y) > 0:    
        self.rotate_around_target_view(target, glm.vec3(0.0, delta.y, 0.0))

为了实现最小侵入式方法,考虑到问题的原始代码,我提出以下建议:
  • 操作后,视图的目标应该是函数rotate_around_target的输入参数target

  • 水平鼠标移动应该围绕世界上的向上向量旋转视图

  • 垂直鼠标移动应该使视图围绕当前水平轴倾斜

我想到了以下方法:
  1. 计算视线方向(los)、上向量(up)和水平轴(right)。

  2. 通过将上向量投影到由原始上向量和当前视线方向组成的平面上,使上向量直立。这可以通过Gram–Schmidt正交化来完成。

  3. 绕当前水平轴旋转。这意味着losup围绕right轴旋转。

  4. 绕上向量旋转。losright围绕up旋转。

  5. 计算设置上向量并计算眼睛和目标位置,其中目标由输入参数target设置:

def rotate_around_target(self, target, delta):

    # get directions
    los    = self.target - self.eye
    losLen = glm.length(los)
    right  = glm.normalize(glm.cross(los, self.up))
    up     = glm.cross(right, los)

    # upright up vector (Gram–Schmidt orthogonalization)
    fix_right = glm.normalize(glm.cross(los, self.original_up))
    UPdotX    = glm.dot(fix_right, up)
    up        = glm.normalize(up - UPdotX * fix_right)
    right     = glm.normalize(glm.cross(los, up))
    los       = glm.cross(up, right)

    # tilt around horizontal axis
    RHor = glm.rotate(glm.mat4(1), delta.y, right)
    up   = glm.vec3(RHor * glm.vec4(up, 0.0))
    los  = glm.vec3(RHor * glm.vec4(los, 0.0))

    # rotate around up vector
    RUp   = glm.rotate(glm.mat4(1), delta.x, up)
    right = glm.vec3(RUp * glm.vec4(right, 0.0))
    los   = glm.vec3(RUp * glm.vec4(los, 0.0))

    # set eye, target and up
    self.eye    = target - los * losLen 
    self.target = target
    self.up     = up    

再次感谢...但是你的方法仍然不太对(也许是因为上向量?)。无论如何,我邀请您进行下一次测试,首先运行此小脚本,将第167行设置为mode=0,玩耍(这是正确的),然后切换到mode=1(您的方法)...比较两者,然后请告诉我是否能够正确解释我的担忧...同时,我将测试@skatic答案中给出的解决方案。 - BPL
抱歉又回到这个问题,但是...无论相机朝上方向是[0,1,0]还是[0,0,1],你怎么使它工作呢?你的方法对[0,1,0]可以正常工作,但使用[0,0,1]时表现非常奇怪 :/ - BPL
当我导出3ds max几何图形(它是一个RHS系统,z世界向上)时,我不像许多人那样交换和反转任何几何图形。相反,在这里正确的方法就是在您的相机中使用正确的向上矢量(0,0,1),然后一切都应该正常工作。我将编辑下面的答案,以便您可以在摄像机和场景之间切换,这应该更清楚地说明我的观点。 - BPL
@BPL,我扩展了答案,并基于您的原始代码添加了新的方法。 - Rabbid76
很酷的东西,感谢分享!我之前听说过 Gram-Schmidt 正交化,但从未在实际案例中见过 :)。我已经升级了我的答案,并将其添加到堆栈中,并提供了一些选项(片段仍然有漏洞)... 无论如何,我认为在我的真实情况下,最好的选择是尝试模仿按 alt+middle_button 时的 3ds max 行为,因为这将在所有类型的情况下提供非常一致的行为,包括奇怪的初始设置 - BPL
显示剩余4条评论

1

有很多重新发明轮子的方法,不是吗?这里有一个巧妙的选择(改编自OpenGL开发食谱中的目标相机概念,M.M.Movania,第2章):

  1. 首先创建新的方向(旋转)矩阵(更新为使用累积鼠标增量)

    # 全局变量放在适当的位置(或类变量)
    mouseX = 0.0
    mouseY = 0.0
    def rotate_around_target(self, target, delta):
        global mouseX
        global mouseY
        mouseX += delta.x/5.0
        mouseY += delta.y/5.0
        glm::mat4 M = glm::mat4(1)
        M = glm::rotate(M, delta.z, glm::vec3(0, 0, 1))
        M = glm::rotate(M, mouseX , glm::vec3(0, 1, 0))
        M = glm::rotate(M, mouseY, glm::vec3(1, 0, 0))
    
  2. 使用距离获取向量,然后通过当前旋转矩阵将该向量平移

        self.target = target
        float distance = glm::distance(self.target, self.eye)
        glm::vec3 T = glm::vec3(0, 0, distance)
        T = glm::vec3(M*glm::vec4(T, 0.0f))
    
  3. 通过将平移向量添加到目标位置来获取新的相机眼睛位置

        self.eye = self.target + T
    
  4. 重新计算正交基(其中只需完成UP向量)

        # 假设self.original_up = glm::vec3(0, 1, 0)
        self.up = glm::vec3(M*glm::vec4(self.original_up, 0.0f))
        # 或者
        self.up = glm::vec3(M*glm::vec4(glm::vec3(0, 1, 0), 0.0f))
    

5...然后你可以通过使用lookAt函数更新视图矩阵来尝试它。

    self.view = glm.lookAt( self.eye, self.target, self.up)

这是我迄今为止发现的这种转换问题/解决方案中最简单的概念。我在C/C++中进行了测试,并为您修改成pyopengl语法(希望忠实)。请告诉我们进展如何(或不行)。


感谢您的贡献,但我还没有能够正确地插入您的方法,如果您想要修补它,我已经创建了一个小答案。话虽如此,对于您的努力给予+1的支持。我已经验证了@Rabbid76,因为它是第一个到达的,可以直接使用,并且还编辑了其问题多次以提供适当的解释 :) - BPL
啊,好的,我的错误。我怀疑问题出在delta上。这种方法需要使用累积的delta,例如:class CameraSkatic(Camera): - user10867829
这是我的第一次使用。我的示例被切断/超时了,是吗?现在我不能再编辑它了,对吗? - user10867829
我不确定,但我猜你需要获得特定的权限才能执行某些任务,请看这里:https://stackoverflow.com/help/privileges。但是,就在2条评论之前,你的示例被截断了...你只写了class CameraSkatic(Camera):。通常当你想修正你的答案时,你应该直接编辑你的答案(你应该在帖子下面看到3个按钮:分享/编辑/标记)...希望这有所帮助。 - BPL
我再试一次。关于累积鼠标增量的问题。 你可以看看这个示例修改是否有效。`# 全局变量 mouseX = 0.0 mouseY = 0.0class CameraSkatic(Camera):def rotate_around_target(self, target, delta): global mouseX global mouseY mouseX += delta.x/5.0 mouseY += delta.y/5.0 M = glm.mat4(1) M = glm.rotate(M, mouseX glm.vec3(0, 1, 0)) M = glm.rotate(M, mouseY, glm.vec3(1, 0, 0)) # 其余代码 ........... ...........`那我也不能格式化代码了吗? - user10867829
注意:我还编辑了上面的答案,以便使用累积的鼠标增量来计算旋转。 - user10867829

1

以下是本主题中提供的所有答案的简要总结:

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *

import glm


class Camera():

    def __init__(
        self,
        eye=None, target=None, up=None,
        fov=None, near=0.1, far=100000
    ):
        self.eye = eye or glm.vec3(0, 0, 1)
        self.target = target or glm.vec3(0, 0, 0)
        self.up = up or glm.vec3(0, 1, 0)
        self.original_up = glm.vec3(self.up)
        self.fov = fov or glm.radians(45)
        self.near = near
        self.far = far

    def update(self, aspect):
        self.view = glm.lookAt(
            self.eye, self.target, self.up
        )
        self.projection = glm.perspective(
            self.fov, aspect, self.near, self.far
        )

    def zoom(self, *args):
        delta = -args[1] * 0.1
        distance = glm.length(self.target - self.eye)
        self.eye = self.target + (self.eye - self.target) * (delta + 1)

    def load_projection(self):
        width = glutGet(GLUT_WINDOW_WIDTH)
        height = glutGet(GLUT_WINDOW_HEIGHT)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(glm.degrees(self.fov), width / height, self.near, self.far)

    def load_modelview(self):
        e = self.eye
        t = self.target
        u = self.up

        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()
        gluLookAt(e.x, e.y, e.z, t.x, t.y, t.z, u.x, u.y, u.z)


class CameraSkatic(Camera):

    def rotate_around_target(self, target, delta):
        M = glm.mat4(1)
        M = glm.rotate(M, delta.x, glm.vec3(0, 1, 0))
        M = glm.rotate(M, delta.y, glm.vec3(1, 0, 0))

        self.target = target
        T = glm.vec3(0, 0, glm.distance(self.target, self.eye))
        T = glm.vec3(M * glm.vec4(T, 0.0))
        self.eye = self.target + T
        self.up = glm.vec3(M * glm.vec4(self.original_up, 1.0))

    def rotate_around_origin(self, delta):
        return self.rotate_around_target(glm.vec3(0), delta)


class CameraBPL(Camera):

    def rotate_target(self, delta):
        right = glm.normalize(glm.cross(self.target - self.eye, self.up))
        M = glm.mat4(1)
        M = glm.translate(M, self.eye)
        M = glm.rotate(M, delta.y, right)
        M = glm.rotate(M, delta.x, self.up)
        M = glm.translate(M, -self.eye)
        self.target = glm.vec3(M * glm.vec4(self.target, 1.0))

    def rotate_around_target(self, target, delta):
        right = glm.normalize(glm.cross(self.target - self.eye, self.up))
        amount = (right * delta.y + self.up * delta.x)
        M = glm.mat4(1)
        M = glm.rotate(M, amount.z, glm.vec3(0, 0, 1))
        M = glm.rotate(M, amount.y, glm.vec3(0, 1, 0))
        M = glm.rotate(M, amount.x, glm.vec3(1, 0, 0))
        self.eye = glm.vec3(M * glm.vec4(self.eye, 1.0))
        self.target = target
        self.up = self.original_up

    def rotate_around_origin(self, delta):
        return self.rotate_around_target(glm.vec3(0), delta)


class CameraRabbid76_v1(Camera):

    def rotate_around_target_world(self, target, delta):
        V = glm.lookAt(self.eye, self.target, self.up)

        pivot = target
        axis = glm.vec3(-delta.y, -delta.x, 0)
        angle = glm.length(delta)

        R = glm.rotate(glm.mat4(1), angle, axis)
        RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
        NV = V * RP

        C = glm.inverse(NV)
        targetDist = glm.length(self.target - self.eye)
        self.eye = glm.vec3(C[3])
        self.target = self.eye - glm.vec3(C[2]) * targetDist
        self.up = glm.vec3(C[1])

    def rotate_around_target_view(self, target, delta):
        V = glm.lookAt(self.eye, self.target, self.up)

        pivot = glm.vec3(V * glm.vec4(target.x, target.y, target.z, 1))
        axis = glm.vec3(-delta.y, -delta.x, 0)
        angle = glm.length(delta)

        R = glm.rotate(glm.mat4(1), angle, axis)
        RP = glm.translate(glm.mat4(1), pivot) * R * glm.translate(glm.mat4(1), -pivot)
        NV = RP * V

        C = glm.inverse(NV)
        targetDist = glm.length(self.target - self.eye)
        self.eye = glm.vec3(C[3])
        self.target = self.eye - glm.vec3(C[2]) * targetDist
        self.up = glm.vec3(C[1])

    def rotate_around_target(self, target, delta):
        if abs(delta.x) > 0:
            self.rotate_around_target_world(target, glm.vec3(delta.x, 0.0, 0.0))
        if abs(delta.y) > 0:
            self.rotate_around_target_view(target, glm.vec3(0.0, delta.y, 0.0))

    def rotate_around_origin(self, delta):
        return self.rotate_around_target(glm.vec3(0), delta)

    def rotate_target(self, delta):
        return self.rotate_around_target(self.eye, delta)


class CameraRabbid76_v2(Camera):

    def rotate_around_target(self, target, delta):

        # get directions
        los = self.target - self.eye
        losLen = glm.length(los)
        right = glm.normalize(glm.cross(los, self.up))
        up = glm.cross(right, los)

        # upright up vector (Gram–Schmidt orthogonalization)
        fix_right = glm.normalize(glm.cross(los, self.original_up))
        UPdotX = glm.dot(fix_right, up)
        up = glm.normalize(up - UPdotX * fix_right)
        right = glm.normalize(glm.cross(los, up))
        los = glm.cross(up, right)

        # tilt around horizontal axis
        RHor = glm.rotate(glm.mat4(1), delta.y, right)
        up = glm.vec3(RHor * glm.vec4(up, 0.0))
        los = glm.vec3(RHor * glm.vec4(los, 0.0))

        # rotate around up vector
        RUp = glm.rotate(glm.mat4(1), delta.x, up)
        right = glm.vec3(RUp * glm.vec4(right, 0.0))
        los = glm.vec3(RUp * glm.vec4(los, 0.0))

        # set eye, target and up
        self.eye = target - los * losLen
        self.target = target
        self.up = up

    def rotate_around_origin(self, delta):
        return self.rotate_around_target(glm.vec3(0), delta)

    def rotate_target(self, delta):
        return self.rotate_around_target(self.eye, delta)


class GlutController():

    FPS = 0
    ORBIT = 1

    def __init__(self, camera, velocity=100, velocity_wheel=100):
        self.velocity = velocity
        self.velocity_wheel = velocity_wheel
        self.camera = camera

    def glut_mouse(self, button, state, x, y):
        self.mouse_last_pos = glm.vec2(x, y)
        self.mouse_down_pos = glm.vec2(x, y)

        if button == GLUT_LEFT_BUTTON:
            self.mode = self.FPS
        elif button == GLUT_RIGHT_BUTTON:
            self.mode = self.ORBIT

    def glut_motion(self, x, y):
        pos = glm.vec2(x, y)
        move = self.mouse_last_pos - pos
        self.mouse_last_pos = pos

        if self.mode == self.FPS:
            self.camera.rotate_target(move * 0.005)
        elif self.mode == self.ORBIT:
            self.camera.rotate_around_origin(move * 0.005)

    def glut_mouse_wheel(self, *args):
        self.camera.zoom(*args)


def render_text(x, y, text):
    glColor3f(1, 1, 1)
    glRasterPos2f(x, y)
    glutBitmapString(GLUT_BITMAP_TIMES_ROMAN_24, text.encode("utf-8"))


def draw_plane_yup():
    glColor3f(1, 1, 1)
    glBegin(GL_LINES)
    for i in range(-5, 6):
        if i == 0:
            continue
        glVertex3f(-5, 0, i)
        glVertex3f(5, 0, i)
        glVertex3f(i, 0, -5)
        glVertex3f(i, 0, 5)
    glEnd()

    glBegin(GL_LINES)
    glColor3f(1, 1, 1)
    glVertex3f(-5, 0, 0)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 0, -5)
    glVertex3f(0, 0, 0)

    glColor3f(1, 0, 0)
    glVertex3f(0, 0, 0)
    glVertex3f(5, 0, 0)
    glColor3f(0, 1, 0)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 5, 0)
    glColor3f(0, 0, 1)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 0, 5)
    glEnd()


def draw_plane_zup():
    glColor3f(1, 1, 1)
    glBegin(GL_LINES)
    for i in range(-5, 6):
        if i == 0:
            continue
        glVertex3f(-5, 0, i)
        glVertex3f(5, 0, i)
        glVertex3f(i, -5, 0)
        glVertex3f(i, 5, 0)
    glEnd()

    glBegin(GL_LINES)
    glColor3f(1, 1, 1)
    glVertex3f(-5, 0, 0)
    glVertex3f(0, 0, 0)
    glVertex3f(0, -5, 0)
    glVertex3f(0, 0, 0)

    glColor3f(1, 0, 0)
    glVertex3f(0, 0, 0)
    glVertex3f(5, 0, 0)
    glColor3f(0, 1, 0)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 0, 5)
    glColor3f(0, 0, 1)
    glVertex3f(0, 0, 0)
    glVertex3f(0, 5, 0)
    glEnd()


def line(p0, p1, color=None):
    c = color or glm.vec3(1, 1, 1)
    glColor3f(c.x, c.y, c.z)
    glVertex3f(p0.x, p0.y, p0.z)
    glVertex3f(p1.x, p1.y, p1.z)


def grid(segment_count=10, spacing=1, yup=True):
    size = segment_count * spacing
    right = glm.vec3(1, 0, 0)
    forward = glm.vec3(0, 0, 1) if yup else glm.vec3(0, 1, 0)
    x_axis = right * size
    z_axis = forward * size

    data = []
    i = -segment_count

    glBegin(GL_LINES)
    while i <= segment_count:
        p0 = -x_axis + forward * i * spacing
        p1 = x_axis + forward * i * spacing
        line(p0, p1)
        p0 = -z_axis + right * i * spacing
        p1 = z_axis + right * i * spacing
        line(p0, p1)
        i += 1
    glEnd()


def axis(size=1.0, yup=True):
    right = glm.vec3(1, 0, 0)
    forward = glm.vec3(0, 0, 1) if yup else glm.vec3(0, 1, 0)
    x_axis = right * size
    z_axis = forward * size
    y_axis = glm.cross(forward, right) * size
    glBegin(GL_LINES)
    line(x_axis, glm.vec3(0, 0, 0), glm.vec3(1, 0, 0))
    line(y_axis, glm.vec3(0, 0, 0), glm.vec3(0, 1, 0))
    line(z_axis, glm.vec3(0, 0, 0), glm.vec3(0, 0, 1))
    glEnd()


class MyWindow:

    def __init__(self, w, h):
        self.width = w
        self.height = h

        glutInit()
        glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
        glutInitWindowSize(w, h)
        glutCreateWindow('OpenGL Window')

        self.startup()

        glutReshapeFunc(self.reshape)
        glutDisplayFunc(self.display)
        glutMouseFunc(self.controller.glut_mouse)
        glutMotionFunc(self.controller.glut_motion)
        glutMouseWheelFunc(self.controller.glut_mouse_wheel)
        glutKeyboardFunc(self.keyboard_func)
        glutIdleFunc(self.idle_func)

    def keyboard_func(self, *args):
        try:
            key = args[0].decode("utf8")

            if key == "\x1b":
                glutLeaveMainLoop()

            if key in ['1', '2', '3', '4']:
                if key == '1':
                    self.index_camera = "Skatic"
                elif key == '2':
                    self.index_camera = "BPL"
                elif key == '3':
                    self.index_camera = "Rabbid76_v1"
                elif key == '4':
                    self.index_camera = "Rabbid76_v2"

                self.camera = self.cameras[self.index_camera]
                self.controller.camera = self.camera

            if key in ['o', 'p']:
                self.camera.eye = glm.vec3(0, 10, 10)
                self.camera.target = glm.vec3(0, 0, 0)

                if key == 'o':
                    self.yup = True
                    # self.camera.up = glm.vec3(0, 0, 1)
                elif key == 'p':
                    self.yup = False
                    # self.camera.up = glm.vec3(0, 1, 0)

                self.camera.target = glm.vec3(0, 0, 0)

        except Exception as e:
            import traceback
            traceback.print_exc()

    def startup(self):
        glEnable(GL_DEPTH_TEST)

        aspect = self.width / self.height
        params = {
            "eye": glm.vec3(0, 100, 100),
            "target": glm.vec3(0, 0, 0),
            "up": glm.vec3(0, 1, 0)
        }
        self.cameras = {
            "Skatic": CameraSkatic(**params),
            "BPL": CameraBPL(**params),
            "Rabbid76_v1": CameraRabbid76_v1(**params),
            "Rabbid76_v2": CameraRabbid76_v2(**params)
        }
        self.index_camera = "BPL"
        self.yup = True
        self.camera = self.cameras[self.index_camera]
        self.model = glm.mat4(1)
        self.controller = GlutController(self.camera)

    def run(self):
        glutMainLoop()

    def idle_func(self):
        glutPostRedisplay()

    def reshape(self, w, h):
        glViewport(0, 0, w, h)
        self.width = w
        self.height = h

    def display(self):
        self.camera.update(self.width / self.height)

        glClearColor(0.2, 0.3, 0.3, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)

        self.camera.load_projection()
        self.camera.load_modelview()

        glLineWidth(5)
        axis(size=70, yup=self.yup)
        glLineWidth(1)
        grid(segment_count=7, spacing=10, yup=self.yup)

        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glOrtho(-1, 1, -1, 1, -1, 1)
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        info = "\n".join([
            "1: Skatic Camera",
            "2: BPL Camera",
            "3: Rabbid76 Camera (version1)",
            "4: Rabbid76 Camera (version2)",
            "o: RHS Scene Y-UP",
            "p: RHS Scene Z-UP",
        ])
        render_text(-1.0, 1.0 - 0.1, info)
        render_text(-1.0, -1.0, "{} camera is active, scene is {}".format(self.index_camera, "Y-UP" if self.yup else "Z-UP"))

        glutSwapBuffers()


if __name__ == '__main__':
    window = MyWindow(800, 600)
    window.run()

网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接