How to correctly implement a quaternion camera in modern opengl?

I am trying to create a uvn quaternion based camera in opengl, having used a variety of tutorials listed below, and having read up on quaternions and axis angle rotation. I am left with a peculiar bug which I cannot seem to fix. Basically the camera seems to work fine up until the camera is rotated approx 45 degrees from +z at this point tilting the camera up or down seems to tilt the camera a

如何在现代opengl中正确实现四元数相机?

我试图在opengl中创建一个基于四元数的uvn相机,使用了下面列出的各种教程,并且已经阅读了四元数和轴角度旋转。 我留下了一个我似乎无法修复的奇特错误。 基本上相机似乎工作得很好,直到相机从+ z旋转约45度,此时倾斜相机向上或向下似乎倾斜相机围绕其目标轴,转动向上矢量。 当相机朝着-z向上或向下倾斜时出现相反的错觉时,向上和向下倾斜向上倾斜。 我看到其他的实现建议使用一个非四元数的系统,其中四元数被累积

OpenGL, GLM Quaternion Rotations

I'm updating an old OpenGL project and I'm switching all the (deprecated) glMatrix() functions for matrices and quaternions, and I'm having trouble getting the rotation working. My drawing looks like this: //these two are supposedly working mat4 mProjection = perspective(FOV, aspectRatio, near, far); mat4 mView = lookAt(cameraPosition, cameraCenter, headsUp); mat4 mModel = mat4(1.

OpenGL,GLM四元数旋转

我正在更新一个旧的OpenGL项目,并且我正在切换矩阵和四元数的所有(不推荐使用) glMatrix()函数,并且我无法使旋转工作。 我的绘图看起来像这样: //these two are supposedly working mat4 mProjection = perspective(FOV, aspectRatio, near, far); mat4 mView = lookAt(cameraPosition, cameraCenter, headsUp); mat4 mModel = mat4(1.0f); mat4 mMVP = mProjection * mView * mModel; 我现在想要做的是将旋转应用到

Camera Orbiting a Point with Quaternions

So I currently use quaternions to store and modify the orientation of the objects in my OpenGL scene, as well as the orientation of the camera. When rotating these objects directly (ie saying I want to rotate the camera Z amount around the Z-axis, or I want to rotate an object X around the X-axis and then translate it T along its local Z-axis), I have no problems, so I can only assume my fundame

相机与四元数的轨道点

所以我现在使用四元数来存储和修改OpenGL场景中对象的方向,以及相机的方向。 直接旋转这些物体时(比如说我想旋转Z轴上的摄像机Z量,或者我想旋转一个围绕X轴的物体X,然后沿着它的局部Z轴平移它),我有没有问题,所以我只能假设我的基本轮换代码是正确的。 不过,我现在正试图实现一个功能,使我的相机轨道成为太空中的任意一点,并且相当困难。 这是我到目前为止所提出的,它不起作用(这发生在Camera类中)。 //Get

C++ OpenGl Camera rotation using Quaternion issue

I am having a problem implementing quaternions for my camera. Im creating a 3D space shooter in OpenGL and I need to avoid gimbal lock. If I rotate in only one axis its fine but once I apply both the pitch and yaw they have a weird behavior. My rotation angle is using the input of my mouse. Here I calculate my ViewMatrix and its updated every frame Matrix4x4 camera::GetViewMat() { m_rot

C ++ OpenGl使用四元数问题的相机旋转

我在执行四元数相机时遇到问题。 我在OpenGL中创建了一个3D空间射击游戏,我需要避免使用万向节锁。 如果我只在一个轴上旋转就很好,但是一旦我应用了俯仰和偏航,他们就会有一种奇怪的行为。 我的旋转角度是使用我的鼠标的输入。 在这里,我计算我的ViewMatrix及其更新的每一帧 Matrix4x4 camera::GetViewMat() { m_rotation.AddX((oInput.MousePosition.GetY() - oInput.PrevMousePosition.GetY()) * m_sensitivity *

OpenGL rotation behaves weird between 90 and 270 degrees

I am new with OpenGL and I'm trying to learn it by writing my own simple engine. I have implemented texture mapping, world, view and perspective matrices so far. However I have noticed a strange behaviour of rotations. I have a mesh class which has a rotation attributes (around x, y and z axes). When I change these attributes, the object's rotation matrix is recomputed and later it is

OpenGL旋转在90度和270度之间表现怪异

我是OpenGL的新手,我试图通过编写自己的简单引擎来学习它。 到目前为止,我已经实现了纹理映射,世界,视图和透视矩阵。 但是我注意到了一个奇怪的旋转行为。 我有一个具有旋转属性的网格类(围绕x,y和z轴)。 当我改变这些属性时,对象的旋转矩阵被重新计算,然后在顶点着色器中应用它来转换顶点。 当我以这种方式在0 - 90度和270 - 360度之间旋转网格时,一切看起来都很好,但是如果旋转角度在90 - 270度之间,距

Object Transformations and VBOs

So I've written a program that renders a mesh using a Vertex Buffer Object, and lets me move the camera around. I now want to make the object move independently of the camera/view. However, I'm not sure how to go about moving my meshes through space. Googling tends to find sources either telling me to rotate the objects with glRotatef(), etc., or that using glRotatef() and its sibling

对象转换和维也纳组织

所以我写了一个使用顶点缓冲区对象渲染网格的程序,并让我移动相机。 我现在想让对象独立于摄像机/视图而移动。 但是,我不知道如何去移动我的网格在太空中。 谷歌搜索往往会发现消息来源要么告诉我用glRotatef()等旋转对象,要么使用glRotatef()及其兄弟是一个坏主意,因为它们已被弃用。 也许我没有使用正确的搜索条件,但我没有找到那么多,这似乎是一个很好的起点。 我看到矩阵数学的模糊引用,但我不知道如何使用

How to share C++ source code files between projects in Visual Studio?

I'm writing a cross-platform application. One version will work under Win32, second - on Windows Phone. I'd like to reuse my C++ core - especially that there are no platform dependencies inside, STL only. I order to do so, I want to use the same source files in two projects: static Win32 library (.lib) and Windows Phone Component (C++/CLI). How can I configure these two projects to

如何在Visual Studio中的项目之间共享C ++源代码文件?

我正在编写一个跨平台的应用程序。 一个版本将在Win32下运行,第二个 - 在Windows Phone上。 我想重用我的C ++核心 - 尤其是没有平台依赖关系,仅STL。 我为了这样做,我想在两个项目中使用相同的源文件:静态Win32库(.lib)和Windows Phone组件(C ++ / CLI)。 我如何配置这两个项目以使用完全相同的源文件和头文件? 好的,我们举个例子。 比方说,我有项目: MyApp.Library [win32 lib] myClass.cpp myCla

How does std::array initializer work for char's?

I'm not sure how the following code works. I thought you had to do {'h', 'e' ...etc...} but it seems to work fine. On the other hand if you do std::array<const char* it only adds one element to the array. Are there special rules for string literal initialization? std::array<char, strlen("hello world!") + 1> s = {"hello world!"}; for (size_t i = 0; i < s.size();

std :: array初始化如何为char的工作?

我不确定下面的代码是如何工作的。 我以为你必须做{'h', 'e' ...etc...}但它似乎工作正常。 另一方面,如果你做std::array<const char*它只会向数组中添加一个元素。 字符串文字初始化有特殊的规则吗? std::array<char, strlen("hello world!") + 1> s = {"hello world!"}; for (size_t i = 0; i < s.size(); ++i) { std::cout << s[i]; } 类std::array是一个聚合。 在这个声明中

Callbacks in COM objects

I have an ATL project which exposes a COM object. I would like my COM object to call a function specified by the consumer from time to time, or via some other means of notifying the consumer from time to time. I have tried adding a method in CerberusNative.idl in order to take void function pointers which I would like to call from the COM instance side of things so that the consumer would just

COM对象中的回调

我有一个公开COM对象的ATL项目。 我希望我的COM对象随时调用消费者指定的函数,或者通过其他方式不时地通知消费者。 我曾尝试在CerberusNative.idl中添加一个方法,以便使用void函数指针,我想从COM实例端调用,以便消费者只需在初始化时告诉COM对象它的回调是什么: interface ICerberusSession : IDispatch { [id(5)] HRESULT SetCallbacks([in] void(*userExit)(int, char *), [in] void(*userAttemptingReconnection)

Unmanaged C++ COM and Managed C++ .NET4 interop

I have an ATL COM service which I can connect to via my Windows Forms Application .NET4 application, written for the most part in managed c++. I can successfully retrieve a pointer to the interface (via CoCreateInstance()), but run into issues when attempting to implement an event sink. I wish to create an unmanaged c++ class in the application which implements an interface defined by the COM

非托管C ++ COM和托管C ++ .NET4互操作

我有一个ATL COM服务,可以通过我的Windows窗体应用程序.NET4应用程序连接到大多数托管c ++应用程序。 我可以成功地检索指向接口的指针(通过CoCreateInstance()),但在尝试实现事件接收器时遇到问题。 我希望在应用程序中创建一个非托管的c ++类,该类实现由COM服务器定义的接口,并从ConnectionPoint接收事件。 我到目前为止: 使用托管(ref class)c ++类实现这一点是不可能的,我使用了一个普通的非托管类。 不