Keyboard keys are needed to move the camera, and the introduction of key events requires a header file
#include <Qt3DInput\qkeyevent.h>
and implement the virtual function defined in Qwidget keypressevent
We first rewrite this virtual function in Myglwindow.
Join in MyGlWindow.h
void keypressevent (qkeyevent*);
Defined in MyGlWindow.cpp:
1 voidMyglwindow::keypressevent (Qkeyevent *e)2 {3 Switch(e->key ())4 {5 CaseQt::key::key_w:6 Camera.moveforward ();7 Break;8 Caseqt::key::key_s:9 Camera.movebackward ();Ten Break; One Caseqt::key::key_a: A camera.strafeleft (); - Break; - CaseQt::key::key_d: the camera.straferight (); - Break; - Caseqt::key::key_q: - camera.moveup (); + Break; - Caseqt::key::key_e: + Camera.movedown (); A Break; at - default: - Break; - } - repaint (); -}
The code is simple, from which we can see that pressing the W and S keys will move forward and backward, and pressing the A and D keys will translate left to right, and pressing the Q and E keys will be shifted up and down respectively.
But for now we haven't implemented these 6 moving functions in the camera class.
Here's how to implement these functions:
To add a member in CAMERA.H:
1 void Moveforward (); 2 void Movebackward (); 3 void Strafeleft (); 4 void Straferight (); 5 void MoveUp (); 6 void MoveDown (); 7 8 float movespeed = 0.1f ;
These methods are defined in Camera.cpp:
1 voidCamera::moveforward ()2 {3Position + = Viewdirection *Movespeed;4 }5 6 voidCamera::movebackward ()7 {8Position-= Viewdirection *Movespeed;9 }Ten One voidCamera::strafeleft () A { -GLM::VEC3 Pitchaxis =Glm::cross (viewdirection, up); -Position + = Pitchaxis *Movespeed; the } - - voidcamera::straferight () - { +GLM::VEC3 Pitchaxis =Glm::cross (viewdirection, up); -Position-= Pitchaxis *Movespeed; + A } at - voidcamera::moveup () - { -Position + = up *Movespeed; - } - in voidCamera::movedown () - { toPosition-= up *Movespeed; +}
After compiling the run, we found that the camera can move forward and backward to pan up or down.
Ps:
This is not up and down the camera's local coordinates, but the world coordinates up and down. It's a little cumbersome to change to local coordinates.
I made some attempts to define a new member, CAMERAUP, to represent the top of the camera, re-use the vector spread after each rotation to recalculate the cameraup. This really can be moved up and down the camera, but brings some other problems, the camera in the world is no longer "positive", after several rotations, will accumulate some deviations, causing the camera tilt. It may take four of dollars to solve the problem here, but it's not going to go into it for the moment.
3D computer Grapihcs Using OpenGL-18 camera move