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如何在局部空间中放置摄像机?在世界空间而不是本地空间中的摄像机间距
我有一个模型可以在其轴上旋转,而不管它在世界空间中的哪个位置。我遇到的问题是不管模型的其他旋转(偏航)如何让相机俯仰。目前,如果模型在世界空间中朝北或朝南,摄像机会相应调整。但是,当模型面对任何其他的基本方向时,在试图俯仰相机之后,相机在模型后面以圆周运动上下移动(因为它仅识别世界空间而不识别模型面向哪个方向)。
如何获得与模型一起旋转的音高,以便无论模型面向哪个方向?当我尝试调整相机将移动模型?
// Rotates model and pitches camera on its own axis
public void modelRotMovement(GamePadState pController)
{
/* For rotating the model left or right.
* Camera maintains distance from model
* throughout rotation and if model moves
* to a new position.
*/
Yaw = pController.ThumbSticks.Right.X * MathHelper.ToRadians(speedAngleMAX);
AddRotation = Quaternion.CreateFromYawPitchRoll(Yaw, 0, 0);
ModelLoad.MRotation *= AddRotation;
MOrientation = Matrix.CreateFromQuaternion(ModelLoad.MRotation);
/* Camera pitches vertically around the
* model. Problem is that the pitch is
* in worldspace and doesn't take into
* account if the model is rotated.
*/
Pitch = pController.ThumbSticks.Right.Y * MathHelper.ToRadians(speedAngleMAX);
}
// Orbit (yaw) Camera around model
public void cameraYaw(Vector3 axisYaw, float yaw)
{
ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget,
Matrix.CreateFromAxisAngle(axisYaw, yaw)) + ModelLoad.camTarget;
}
// Pitch Camera around model
public void cameraPitch(Vector3 axisPitch, float pitch)
{
ModelLoad.CameraPos = Vector3.Transform(ModelLoad.CameraPos - ModelLoad.camTarget,
Matrix.CreateFromAxisAngle(axisPitch, pitch)) + ModelLoad.camTarget;
}
public void updateCamera()
{
cameraPitch(Vector3.Right, Pitch);
cameraYaw(Vector3.Up, Yaw);
}