XNA(3D - 游戏)中用于相机旋转的矩阵

Matrices in XNA (3D - Game) for Camera rotation

我写了这个旋转和移动相机的代码。
可悲的是,我对矩阵和 3D 编程不是很有经验,因为我几天前才开始:

plLookAt = new Vector3(plPos.X, plPos.Y, plPos.Z - 20);    
if (kb.IsKeyDown(Keys.W))
        {
            plPos.Z++;
        }
        if (kb.IsKeyDown(Keys.A))
        {
            plPos.X++;
        }
        if (kb.IsKeyDown(Keys.S))
        {
            plPos.Z--;
        }
        if (kb.IsKeyDown(Keys.D))
        {
            plPos.X--;
        }
        view = Matrix.CreateLookAt(new Vector3(0, 0, 0), plLookAt, Vector3.UnitY);
        view = view * Matrix.CreateRotationY(MathHelper.ToRadians(rotations.Y)) * Matrix.CreateRotationX(MathHelper.ToRadians(rotations.X));
        view = view *Matrix.CreateTranslation(plPos);

        if (PrMS.X < ms.X)
        {
            rotations.Y++;
        }
        else if (PrMS.X > ms.X)
        {
            rotations.Y--;
        }
        if (PrMS.Y < ms.Y)
        {
            rotations.X++;
        }
        else if (PrMS.Y > ms.Y)
        {
            rotations.X--;
        }    

plPos 是玩家(相机)位置
view 是视图 Matrix
rotations 是保存相机旋转的地方(Vector3)
PrMS为上一帧的MouseState。
这段代码不起作用,我认为这是因为乘法的顺序,但我不确定。旋转相机的最佳方式是什么,这样它才能正常工作,并且我可以朝相机面对的方向移动。 提前谢谢您!

你的问题不在于矩阵乘法的顺序,而是你的旋转需要围绕相机局部轴进行,而你是围绕世界轴进行的。

我认为您所期望的是应用 .CreateRotationX(rotations.X).CreateRotationY(rotationsY) 会导致相机围绕其自身的局部轴改变俯仰和偏航。但是这些旋转总是会引起围绕世界轴的旋转。如果您相机的局部 X 轴恰好与世界 X 轴对齐并且您执行了 .CreateRotationX(),那么它将按预期工作。但在您的情况下,您首先围绕 Y 轴旋转相机,这会使相机的局部 X 轴与世界 X 轴不对齐,因此下一次旋转(X)不会按预期进行。即使你先做 X 再做 Y,X 也会把 Y 打乱。尽管矩阵乘法的顺序通常很重要,但在您的特定情况下,问题在于旋转轴。

看来您正在制作位于玩家位置的相机,但可以通过鼠标控制查看 left/right、up/down。这是一个 class,它提供了一种不同的方法来处理该标准:

class Camera
{
    public Matrix View { get; set; }
    public Matrix Projection { get; set; }

    Vector2 centerOfScreen;// the current camera's lookAt in screen space (since the mouse coords are also in screen space)
    Vector3 lookAt;

    float cameraRotationSpeed;



    public Camera()
    {
        //initialize Projection matrix here
        //initialize view matrix here 
        //initialize centerOfScreen here like this:  new Vector2(screenWidth/2, screenHeihgt/2); 
        cameraRotationSpeed = 0.01f;//set to taste
    }



    public void Update(Vector3 playerPosition, MouseState currentMouse)
    {
        Matrix cameraWorld = Matrix.Invert(View);

        Vector2 changeThisFrame = new Vector2(currentMouse.X, currentMouse.Y) - centerOfScreen;

        Vector3 axis = (cameraWorld.Right * changeThisFrame.X) + (cameraWorld.Up * changeThisFrame.Y);//builds a rotation axis based on camera's local axis, not world axis

        float angle = axis.Length() * cameraRotationSpeed;
        axis.Normalize();

        //rotate the lookAt around the camera's position
        lookAt = Vector3.Transform(lookAt - playerPosition, Matrix.CreateFromAxisAngle(axis, angle)) + playerPosition;//this line does the typical "translate to origin, rotate, then translate back" routine

        View = Matrix.CreateLookAt(playerPosition, lookAt, Vector3.Up);// your new view matrix that is rotated per the mouse input

    }
}