Opengl绘制我们的小屋(四)第三人称漫游

本节内容是在第一人称漫游上完成的,请先了解上文中第一人称漫游的实现.

这一节讲下第三人称漫游是如何实现,第三人称,简单来说,就是在你后面会跟着一台摄像机顺着你拍摄。

先看一下失败的尝试。这个方法是把人定在摄像机方向的前面,结合前面第一人称漫游的实现,如果只是前后左右移动,人和摄像机是一起的,这样是不用改动,关键是原来以摄像机为原点旋转,而这个我们要以人为原点来旋转,先来看下水平左右的的旋转实现,如下图:

 

根据上面关系,我们主要代码如下,大致过程如下,人左右旋转,然后得到摄像机的新位置,摄像机再调整方向,根据摄像机的方向与人的距离设定人的位置。

 1 type ThreeCamera() = 
 2         let camera = new Camera()
 3         let mutable toEye = 1.f
 4         member this.Eye with get() = camera.Eye 
 5         member this.Target with get() = camera.Target
 6         member this.Location 
 7             with get() = 
 8                 let mutable tv = camera.Target-camera.Eye
 9                 tv.Normalize()
10                 camera.Eye + tv * toEye
11         member this.ToEye with get() = toEye and set value = toEye <- value
12         member this.Transelt (x,y,z) = 
13             camera.Transelt(x,y,z)          
14         //左右对中心转     
15         member this.RightAndLeft x =            
16             let origin = this.Location
17             let oe = camera.Eye - origin
18             let length = oe.Length
19             let oex = Vector2(oe.X,oe.Z)
20             let oez = Vector2(-oe.Z,oe.X)
21             let sinLR =length *  float32 (Math.Sin(x))
22             let cosLR =length *  float32 (Math.Cos(x))  
23         //得到摄像机新位置
24             let newEye = oex * cosLR + oez * sinLR + Vector2(origin.X,origin.Z)
25             camera.Eye <- Vector3(newEye.X,camera.Eye.Y,newEye.Y)
26         //重新调整摄像机的方向
27         camera.XAngle <- camera.XAngle + x
View Code

左右旋转在正常的速度下,能得到正常的效果,后面我试着改变人与摄像机的长度,或者快速左右旋转,都会造成人的位置移动,想了一久都没想到是什么原因,如果有知道可能原因,麻烦告知一下.谢谢了.

此路不通后,我想了一种思路,说起来很简单,第一人称是以摄像机为球心,摄像机的方向为球面坐标系.如果以第三人称来看,人应该是球心,摄像机所在位置可以看做是球面,只需要换算一下球心与球面的算法就可以,如下所示.

 1     type Camera() = 
 2         let mutable origin = Vector3.Zero
 3         let mutable length = 1.
 4         let mutable yangle = 0.
 5         let mutable xangle= Math.PI/2.
 6         let mutable bThree = true
 7         do
 8             if not bThree then xangle <- Math.PI/2. else xangle <- 1.5*Math.PI            
 9         member this.IsThree 
10             with get() = bThree 
11             and set value = 
12                 //if value then this.Origin <- this.Target
13                 xangle <- xangle + Math.PI
14                 bThree <- value
15         member this.Eye 
16             with get() = 
17                 let mutable eye = this.Origin
18                 if bThree then eye <- this.Direction
19                 eye
20         member this.People 
21             with get() = 
22                 let mutable people = this.Origin
23                 if not bThree then people <- this.Direction
24                 people
25         member this.Target 
26              with get() = 
27                 let mutable target = this.Direction
28                 if bThree then target <- this.Origin
29                 target
30         member this.Origin 
31             with get() = origin 
32             and set value = origin <- value
33         member this.Length 
34             with get() = length 
35             and set value = 
36                 if value < 0. then length <- 0.1
37                 length <- value
38         member this.YAngle 
39             with get() = yangle
40             and set value = 
41                 if value > Math.PI/2. then yangle <- Math.PI/2.
42                 elif value < -Math.PI/2. then yangle <- -Math.PI/2.
43                 else yangle <- value
44         member this.XAngle 
45             with get() = xangle
46             and set value = 
47                 if value > 2.* Math.PI then xangle <- value - 2.* Math.PI
48                 elif value < 0. then xangle <- value + 2. * Math.PI
49                 else xangle <- value       
50         member this.PeopleAngle 
51             with get()=
52                 let mutable angle = this.XAngle + Math.PI/2.
53                 angle
54         member this.Direction 
55             with get() = 
56                 let mutable len = 1.
57                 if bThree then len <- length
58                 let xyLength = Math.Cos(this.YAngle) * len
59                 let x:float =float origin.X + xyLength * Math.Cos(this.XAngle)
60                 let y:float =float origin.Y + len * Math.Sin(this.YAngle)
61                 let z:float =float origin.Z + xyLength * Math.Sin(this.XAngle)
62                 Vector3(float32 x,float32 y,float32 z)
63         member this.Transelt (x,y,z) = 
64             let sinX = Math.Sin(this.XAngle)
65             let cosX = Math.Cos(this.XAngle)
66             let mutable xstep = x * sinX + z * cosX 
67             let mutable zstep = z * sinX - x * cosX
68             if bThree then 
69                 xstep <- -xstep
70                 zstep <- -zstep
71             let x1 = float origin.X + xstep
72             let y1 = float origin.Y + y
73             let z1 = float origin.Z + zstep 
74             printfn "angle:%f, sinx:%f, cosx:%f" this.XAngle sinX cosX
75             printfn "x:%f, y:%f, z:%f" x1 y1 z1
76             origin <- new Vector3(float32 x1,float32 y1,float32 z1)
77         member this.Rotate (x,y) =
78             let xa = this.XAngle + x
79             let mutable ystep = y
80             if bThree then ystep <- -y
81             let ya =this.YAngle + ystep
82             this.YAngle <- ya
83             this.XAngle <- xa
View Code

xangle与yangle分别是指人或者摄像机当前的偏移量,上文中讲第一人称有讲。IsThree表示是在第三人称漫游情况下,这里面会计算球心Origin与球面Direction,在第一人称时,摄像机位置Eye是origin,摄像机方向Target是Direction,因为摄像机是方向向量,所以length此时固定为1来算,此时改变此值没什么意义,而在第三人称时,人是Origin,而摄像机Eye是Direction,此时length表示人与摄像机的距离,会造成视角内人物放大与放小的效果。

这段代码可以很好的工作,并且很容易就实现第一人称与第三人称的切换,需要注意的是,以第三人称漫游时,上下旋转和前后左右走动与第一人称是相反的,大家可以自己想像一下,在第三人称时,人向上,对应摄像机的在球面是向下动的,同理,前后左右走动也是一样,只有左右旋转时,第一人称与第三人称方向一致。

效果图,灯光还没设置完整,里面有点暗。

原来的附件在我的笔记本上HD5650可以运行,我发现在我老婆的电脑上,用的是650TI,会出现相关内存不能为读的问题,经查找,发现问题是在设置顶点数据//GL.VertexPointer(3,VertexPointerType.Float,0,IntPtr.Zero)这句代码有问题,现改为GL.InterleavedArrays(InterleavedArrayFormat.V3f,0,IntPtr.Zero),也可以运行,具体原因不知,有那么清楚,可以帮忙说明下。

下面给出实现第一人称与第三人称切换版的附件。

新增加快捷键V切换一三人称漫游,小键盘上的+与—分别是增加与缩小人与摄像机的距离。

一三人称小室切换版。

 

 

posted @ 2013-11-19 01:21  天天不在  阅读(4053)  评论(5编辑  收藏  举报