参考资料:
- ogre1.72 character sample
-
Creating a simple first-person camera system
-
3rd person camera system tutorial -
Make A Character Look At The Camera Using quaternions and SLERP to make a character look at a camera (or any other object for that matter) naturally, with constraints on head movement
I.character sample
本节是对ogre 1.72 sample character 的分析,源码见本节尾的说明。
1.chase摄像头的基本对象
对象关系图
goal作为pivot的子节点,放置在(0 ,0 , 15)处,也就是说goal永远会在pivot的正后方,不离不弃,。pivot就是那美丽的月亮女神,goal是永远的追随者。camNode是猎杀者,只有取代goal的地位(postion,direct)才能赢得月亮女神。任何时刻camNode都在追逐goal这个目标。这也是chase摄像机的基本原理。
这里将pivot放置在角色的肩膀处,在帧循环里同步这个位置永远不变。
2.鼠标逻辑
MouseMove事件影响
pitch --- 只影响pivot的pitch。
yaw --- 只影响pivot的yaw。
zoom --- 只影响goal的local postion,决定了goal与pivot的z向距离。goal永远在pivot的正后方,也就是只在pivot的z轴上移动。
鼠标的移动只会造成pivot的yaw和pitch,以及goal的local-z的移动。同角色的移动是没有关系的。
code:
3.帧循环逻辑
更新角色
取得按键方向矢量,根据这个矢量设置角色的positon,direction
更新摄相机
将永远的中心月亮女神pivot放到角色的肩膀上。(女神的圣斗士goal会永远在pivot女神的正后方,,同时goal的猎杀者camNode也会死死紧逼)
猎杀者camNode用自己的速度向goal前进一步
猎杀者将视线对准月亮女神pivot(虽然postion是向goal逼近,但是方向却向着永远的中心月亮女神pivot)
至此chase摄像机的基本实现原理水落石出。无非就是女神的圣斗士被猎杀者时刻紧追,猎杀者死死的盯住女神用目光表示内容,用行动追逐女神的斗士。
4.角色的移动
按键事件决定了角色的移动方向,用keydirection表示角色在local中的移动方向,用goaldirection表示角色在world中的移动。在帧循环中根据这2个方向移动角色------用角色自己的速度移动。
按键决定了移动方向:
// player's local intended direction based on WASD keys
Vector3 mKeyDirection;
// actual intended direction in world-space
Vector3 mGoalDirection;
void injectKeyDown(const OIS::KeyEvent& evt)
{
// keep track of the player's intended direction
if (evt.key == OIS::KC_W) mKeyDirection.z = -1;
else if (evt.key == OIS::KC_A) mKeyDirection.x = -1;
else if (evt.key == OIS::KC_S) mKeyDirection.z = 1;
else if (evt.key == OIS::KC_D) mKeyDirection.x = 1;
}
void injectKeyUp(const OIS::KeyEvent& evt)
{
// keep track of the player's intended direction
if (evt.key == OIS::KC_W && mKeyDirection.z == -1) mKeyDirection.z = 0;
else if (evt.key == OIS::KC_A && mKeyDirection.x == -1) mKeyDirection.x = 0;
else if (evt.key == OIS::KC_S && mKeyDirection.z == 1) mKeyDirection.z = 0;
else if (evt.key == OIS::KC_D && mKeyDirection.x == 1) mKeyDirection.x = 0;
}
帧循环中update角色的position和direction:
//! 在世界坐标系中,取得角色将要面对的方向
// calculate actually goal direction in world based on player's key directions
mGoalDirection += mKeyDirection.z * mCameraNode->getOrientation().zAxis();
mGoalDirection += mKeyDirection.x * mCameraNode->getOrientation().xAxis();
mGoalDirection.y = 0;
mGoalDirection.normalise();
if((mKeyDirection != Vector3::ZERO))
{
//! 角色的正前方
Vector3 charFront = mBodyNode->getOrientation().zAxis();
Quaternion toGoal = charFront.getRotationTo(mGoalDirection);
// calculate how much the character has to turn to face goal direction
Real yawToGoal = toGoal.getYaw().valueDegrees();
// this is how much the character CAN turn this frame
Real yawAtSpeed = yawToGoal / Math::Abs(yawToGoal) * deltaTime * TURN_SPEED;
// reduce "turnability" if we're in midair
if (mBaseAnimID == ANIM_JUMP_LOOP) yawAtSpeed *= 0.2f;
//! 限制旋转角度,不要旋转过量
// turn as much as we can, but not more than we need to
if (yawToGoal < 0)
{
yawToGoal = std::min<Real>(0, std::max<Real>(yawToGoal, yawAtSpeed));
//yawToGoal = Math::Clamp<Real>(yawToGoal, yawAtSpeed, 0);
}
else if (yawToGoal > 0)
{
yawToGoal = std::max<Real>(0, std::min<Real>(yawToGoal, yawAtSpeed));
//yawToGoal = Math::Clamp<Real>(yawToGoal, 0, yawAtSpeed);
}
//! 角色yaw操作
mBodyNode->yaw(Degree(yawToGoal));
//! 每次按键动作,角色都要用当前速度往正前方移动
// move in current body direction (not the goal direction)
mBodyNode->translate(0, 0, deltaTime * RUN_SPEED * mAnims[mBaseAnimID]->getWeight(),Node::TS_LOCAL);
}
5.各种坐标系变换总结
pivot的平移操作:
帧循环中,相机update操作时,将pivot设置到角色的肩膀处
pivot的yaw、pitch操作:
鼠标move事件中,根据鼠标的x、y坐标做yaw、pitch操作
goal的平移操作:
鼠标move事件中,根据鼠标的z坐标进行loca-z的平移
goal不会有local旋转操作
相机的操作:
帧循环,相机update时,相机相goal平移逼近,并lookat pivot
角色的平移:
角色的旋转,角色只会有yaw操作。角色从当前方向向按键和相机的矢量合成的目标方向逼近
角色在方向键keydirection不为0的时候,完成yaw操作后,向当前+z方向移动
6.修改到第一人称视角
相机始终在角色的背后,正对角色。只需修改代码中的updateCamera即可:
void SinbadCharacterController::updateCamera(Real deltaTime)
{
// place the camera pivot roughly at the character's shoulder
mCameraPivot->setPosition(mBodyNode->getPosition() + Vector3::UNIT_Y * CAM_HEIGHT);
//! 将pivot对准角色的正前方,注意此时相机的+Z必须和角色的+Z相反,因为相机时从+Z看向-Z的
//! 这样修改后,就完成了一个第一人称的相机,和魔兽世界类似
//! W键始终让角色往自身正前方走,而不是相机的正前方
Vector3 front = mCameraPivot->getOrientation().zAxis();
Vector3 goal = -mBodyNode->getOrientation().zAxis();
Quaternion toGoal = front.getRotationTo(goal);
Real yawToGoal = toGoal.getYaw().valueDegrees();
mCameraPivot->yaw(Degree(yawToGoal) , Node::TS_WORLD );
// move the camera smoothly to the goal
Vector3 goalOffset = mCameraGoal->_getDerivedPosition() - mCameraNode->getPosition();
mCameraNode->translate(goalOffset * deltaTime * 1.0f);
// always look at the pivot
mCameraNode->lookAt(mCameraPivot->_getDerivedPosition(), Node::TS_WORLD);
} 只是增加了几行代码,让pivot的front与角色的front在一个平面,示意图如下:
7.角色根据WASD方向与自身方向的合成移动,而不是与相机方向合成的移动
updateBody中方向合成的代码
mGoalDirection += mKeyDirection.z * mCameraNode->getOrientation().zAxis();
mGoalDirection += mKeyDirection.x * mCameraNode->getOrientation().xAxis(); 本来以为将红色字体处标识符替换为“mBodyNode”即可。运行时发现方向还算正常,但是角色会发生严重的角色抖动。不得其解。
本节完整源码:
https://3dlearn.googlecode.com/svn/trunk/Samples/Ogre/sinbad此源码来自ogre 1.72 sample character:
https://bitbucket.org/sinbad/ogre/src/d1f2eab81f08/Samples/Character/