- glm::normalize
- 把向量规范成单位向量
- glm::cross
- 叉乘
- 两个向量叉乘得到垂直与它们构成的平面的向量
- deltaTime(△time)
- 增量时间,上一帧的绘制时间
- 使得变换更加平滑
- 相机
- pitch: 俯仰角
- yaw: 偏航角
- roll: 翻滚角(暂时未用到)
- pitch以及yaw的计算
// 俯仰角计算 偏航角计算 // y z // | / | / // | /| | /| // | / | | / | // | / | sin(pitch) | / | sin(yaw) // | / | | / | // |/)pit| |/)yaw| // ----------------- x/z ----------------- x // | cos(pitch) | cos(yaw) // | | // | | // | | front.x = glm::cos(glm::radians(pitch)) * glm::cos(glm::radians(yaw)); front.y = glm::sin(glm::radians(pitch)); front.z = glm::cos(glm::radians(pitch)) * glm::sin(glm::radians(yaw));
opengl_glfw01
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