移动PerspectiveCamera在它面临的方向C#
问题描述:
我目前在一个wpf应用程序,其中有一个Viewport3D
相机。 我正在创建一个3D漫游模块。 我希望我的PerspectiveCamera
根据它在朝向改变后面对的方向移动。 我用我的键盘来控制运动,例如:NUMPAD8
:前进NUMPAD2
:向后移动NUMPAD4
:向左旋转NUMPAD6
:向右旋转移动PerspectiveCamera在它面临的方向C#
下面这种方法是检测键盘事件:
private void button20_KeyDown(Object sender, KeyEventArgs e)
{
if (e.Key == Key.NumPad6)
{
Rotate(1);
}
else if (e.Key == Key.NumPad4)
{
Rotate(-1);
}
else if (e.Key == Key.NumPad8)
{
Move(-10);
}
else if (e.Key == Key.NumPad2)
{
Move(10);
}
}
这是计算旋转:
public void Rotate(double d)
{
double u = 0.05;
double angleD = u * d;
PerspectiveCamera camera = (PerspectiveCamera)Viewport3D.Camera;
Vector3D lookDirection = camera.LookDirection;
double L = lookDirection.Length;
double D = 2 * L * Math.Sin(angleD/2);
double m = Math.Sqrt(lookDirection.X * lookDirection.X + lookDirection.Y * lookDirection.Y);
double angleA = 2 * Math.Asin(D/(2 * m));
double x = lookDirection.X;
double y = lookDirection.Y;
double angleB = Math.Atan2(y, x);
double angleG = angleB - angleA;
double newx = m * Math.Cos(angleG);
double newy = m * Math.Sin(angleG);
Vector3D NewlookDirection = new Vector3D(newx, newy, lookDirection.Z);
camera.LookDirection = NewlookDirection;
}
这是计算摄像机的运动:
public void Move(double d)
{
double u = 0.05;
PerspectiveCamera camera = (PerspectiveCamera)Viewport3D.Camera;
Vector3D lookDirection = camera.LookDirection;
Point3D position = camera.Position;
//Point3D NewPosition = new Point3D();
position.Y += d;
//NewPosition.X = position.X + u * lookDirection.X * d;
//NewPosition.Y = position.Y + u * lookDirection.Y * d;
//NewPosition.Z = position.Z + u * lookDirection.Z * d;
//camera.Position = NewPosition;
camera.Position = position;
}
旋转运算完美的作品,但运动似乎没有工作好,因为它基于摄像头的位置,而不是旋转后面对的方向移动相机。
答
注释掉的代码看起来或多或少是正确的......你没有说出它有什么问题。你有没有试图规范化lookDirection向量?归一化矢量使其具有1
public void Move(double d)
{
double u = 0.05;
PerspectiveCamera camera = (PerspectiveCamera)Viewport3D.Camera;
Vector3D lookDirection = camera.LookDirection;
Point3D position = camera.Position;
lookDirection.Normalize();
position = position + u * lookDirection * d;
camera.Position = position;
}
UPDATE的幅度(长度):
private void Window_KeyDown(object sender, KeyEventArgs e)
{
if (e.Key == Key.NumPad6)
{
Rotate(10);
}
else if (e.Key == Key.NumPad4)
{
Rotate(-10);
}
else if (e.Key == Key.NumPad8)
{
Move(-10);
}
else if (e.Key == Key.NumPad2)
{
Move(10);
}
else if (e.Key == Key.PageUp)
{
RotateVertical(10);
}
else if (e.Key == Key.PageDown)
{
RotateVertical(-10);
}
}
public void Rotate(double d)
{
double u = 0.05;
double angleD = u * d;
PerspectiveCamera camera = (PerspectiveCamera)Viewport3D.Camera;
Vector3D lookDirection = camera.LookDirection;
var m = new Matrix3D();
m.Rotate(new Quaternion(camera.UpDirection, -angleD)); // Rotate about the camera's up direction to look left/right
camera.LookDirection = m.Transform(camera.LookDirection);
}
public void RotateVertical(double d)
{
double u = 0.05;
double angleD = u * d;
PerspectiveCamera camera = (PerspectiveCamera)Viewport3D.Camera;
Vector3D lookDirection = camera.LookDirection;
// Cross Product gets a vector that is perpendicular to the passed in vectors (order does matter, reverse the order and the vector will point in the reverse direction)
var cp = Vector3D.CrossProduct(camera.UpDirection, lookDirection);
cp.Normalize();
var m = new Matrix3D();
m.Rotate(new Quaternion(cp, -angleD)); // Rotate about the vector from the cross product
camera.LookDirection = m.Transform(camera.LookDirection);
}
感谢很多的解决方案,但你的解决方案与注释掉的代码类似的东西。 注释掉的部分就像放大和缩小面向的方向。例如,如果我继续放大,它最终会逐步穿过地板。 我想要的就像一个沉浸式演练。就像3D环境中用户视图的第一个视角一样。更简单的话,用户就像走在3D环境中。 –
Wpf只做渲染。你需要建立一个碰撞引擎或者使用现有的像Bullet Physics。它有一个c#包装,BulletSharp - https://andrestraks.github.io/BulletSharp/ –
谢谢。你能解释旋转部分的代码吗?因为我从互联网上获得了这些代码,我不完全明白它究竟做了什么。只需简单解释一下。非常感谢。 –