使用OSG的人都知道,OSG的坐标系数为:右手系,+z 向上。但若不设置Camera朝向,相机是俯看地面的。
原因就在于OSG的相机将初始方向设置为:+y 向上,+z 向前。
OSG 相机坐标系:
+y +Z
| /
| /
| /
| /
|/__________ +x
OSG 世界坐标系:
+z +y
| /
| /
| /
| /
|/__________ +x
osg getLookAt 实现:
void Matrix_implementation::getLookAt(Vec3f& eye,Vec3f& center,Vec3f& up,value_type lookDistance) const
{
Matrix_implementation inv;
inv.invert(*this);
// note: e and c variables must be used inside this method instead of eye and center
// because eye and center are references and they may point to the same variable.
Vec3f e = osg::Vec3f(0.0,0.0,0.0)*inv; // 计算眼睛位置
up = transform3x3(*this,osg::Vec3f(0.0,1.0,0.0)); // 取 y为 up 方向
Vec3f c = transform3x3(*this,osg::Vec3f(0.0,0.0,-1)); // 取 +z 为目标
c.normalize();
c = e + c*lookDistance;
// assign the results
eye = e;
center = c;
}
原因就在于OSG的相机将初始方向设置为:+y 向上,+z 向前。
OSG 相机坐标系:
+y +Z
| /
| /
| /
| /
|/__________ +x
OSG 世界坐标系:
+z +y
| /
| /
| /
| /
|/__________ +x
osg getLookAt 实现:
void Matrix_implementation::getLookAt(Vec3f& eye,Vec3f& center,Vec3f& up,value_type lookDistance) const
{
Matrix_implementation inv;
inv.invert(*this);
// note: e and c variables must be used inside this method instead of eye and center
// because eye and center are references and they may point to the same variable.
Vec3f e = osg::Vec3f(0.0,0.0,0.0)*inv; // 计算眼睛位置
up = transform3x3(*this,osg::Vec3f(0.0,1.0,0.0)); // 取 y为 up 方向
Vec3f c = transform3x3(*this,osg::Vec3f(0.0,0.0,-1)); // 取 +z 为目标
c.normalize();
c = e + c*lookDistance;
// assign the results
eye = e;
center = c;
}