本節內容是在第一人稱漫游上完成的,請先了解上文中第一人稱漫游的實現.
這一節講下第三人稱漫游是如何實現,第三人稱,簡單來說,就是在你后面會跟着一台攝像機順着你拍攝。
先看一下失敗的嘗試。這個方法是把人定在攝像機方向的前面,結合前面第一人稱漫游的實現,如果只是前后左右移動,人和攝像機是一起的,這樣是不用改動,關鍵是原來以攝像機為原點旋轉,而這個我們要以人為原點來旋轉,先來看下水平左右的的旋轉實現,如下圖:
根據上面關系,我們主要代碼如下,大致過程如下,人左右旋轉,然后得到攝像機的新位置,攝像機再調整方向,根據攝像機的方向與人的距離設定人的位置。

1 type ThreeCamera() = 2 let camera = new Camera() 3 let mutable toEye = 1.f 4 member this.Eye with get() = camera.Eye 5 member this.Target with get() = camera.Target 6 member this.Location 7 with get() = 8 let mutable tv = camera.Target-camera.Eye 9 tv.Normalize() 10 camera.Eye + tv * toEye 11 member this.ToEye with get() = toEye and set value = toEye <- value 12 member this.Transelt (x,y,z) = 13 camera.Transelt(x,y,z) 14 //左右對中心轉 15 member this.RightAndLeft x = 16 let origin = this.Location 17 let oe = camera.Eye - origin 18 let length = oe.Length 19 let oex = Vector2(oe.X,oe.Z) 20 let oez = Vector2(-oe.Z,oe.X) 21 let sinLR =length * float32 (Math.Sin(x)) 22 let cosLR =length * float32 (Math.Cos(x)) 23 //得到攝像機新位置 24 let newEye = oex * cosLR + oez * sinLR + Vector2(origin.X,origin.Z) 25 camera.Eye <- Vector3(newEye.X,camera.Eye.Y,newEye.Y) 26 //重新調整攝像機的方向 27 camera.XAngle <- camera.XAngle + x
左右旋轉在正常的速度下,能得到正常的效果,后面我試着改變人與攝像機的長度,或者快速左右旋轉,都會造成人的位置移動,想了一久都沒想到是什么原因,如果有知道可能原因,麻煩告知一下.謝謝了.
此路不通后,我想了一種思路,說起來很簡單,第一人稱是以攝像機為球心,攝像機的方向為球面坐標系.如果以第三人稱來看,人應該是球心,攝像機所在位置可以看做是球面,只需要換算一下球心與球面的算法就可以,如下所示.

1 type Camera() = 2 let mutable origin = Vector3.Zero 3 let mutable length = 1. 4 let mutable yangle = 0. 5 let mutable xangle= Math.PI/2. 6 let mutable bThree = true 7 do 8 if not bThree then xangle <- Math.PI/2. else xangle <- 1.5*Math.PI 9 member this.IsThree 10 with get() = bThree 11 and set value = 12 //if value then this.Origin <- this.Target 13 xangle <- xangle + Math.PI 14 bThree <- value 15 member this.Eye 16 with get() = 17 let mutable eye = this.Origin 18 if bThree then eye <- this.Direction 19 eye 20 member this.People 21 with get() = 22 let mutable people = this.Origin 23 if not bThree then people <- this.Direction 24 people 25 member this.Target 26 with get() = 27 let mutable target = this.Direction 28 if bThree then target <- this.Origin 29 target 30 member this.Origin 31 with get() = origin 32 and set value = origin <- value 33 member this.Length 34 with get() = length 35 and set value = 36 if value < 0. then length <- 0.1 37 length <- value 38 member this.YAngle 39 with get() = yangle 40 and set value = 41 if value > Math.PI/2. then yangle <- Math.PI/2. 42 elif value < -Math.PI/2. then yangle <- -Math.PI/2. 43 else yangle <- value 44 member this.XAngle 45 with get() = xangle 46 and set value = 47 if value > 2.* Math.PI then xangle <- value - 2.* Math.PI 48 elif value < 0. then xangle <- value + 2. * Math.PI 49 else xangle <- value 50 member this.PeopleAngle 51 with get()= 52 let mutable angle = this.XAngle + Math.PI/2. 53 angle 54 member this.Direction 55 with get() = 56 let mutable len = 1. 57 if bThree then len <- length 58 let xyLength = Math.Cos(this.YAngle) * len 59 let x:float =float origin.X + xyLength * Math.Cos(this.XAngle) 60 let y:float =float origin.Y + len * Math.Sin(this.YAngle) 61 let z:float =float origin.Z + xyLength * Math.Sin(this.XAngle) 62 Vector3(float32 x,float32 y,float32 z) 63 member this.Transelt (x,y,z) = 64 let sinX = Math.Sin(this.XAngle) 65 let cosX = Math.Cos(this.XAngle) 66 let mutable xstep = x * sinX + z * cosX 67 let mutable zstep = z * sinX - x * cosX 68 if bThree then 69 xstep <- -xstep 70 zstep <- -zstep 71 let x1 = float origin.X + xstep 72 let y1 = float origin.Y + y 73 let z1 = float origin.Z + zstep 74 printfn "angle:%f, sinx:%f, cosx:%f" this.XAngle sinX cosX 75 printfn "x:%f, y:%f, z:%f" x1 y1 z1 76 origin <- new Vector3(float32 x1,float32 y1,float32 z1) 77 member this.Rotate (x,y) = 78 let xa = this.XAngle + x 79 let mutable ystep = y 80 if bThree then ystep <- -y 81 let ya =this.YAngle + ystep 82 this.YAngle <- ya 83 this.XAngle <- xa
xangle與yangle分別是指人或者攝像機當前的偏移量,上文中講第一人稱有講。IsThree表示是在第三人稱漫游情況下,這里面會計算球心Origin與球面Direction,在第一人稱時,攝像機位置Eye是origin,攝像機方向Target是Direction,因為攝像機是方向向量,所以length此時固定為1來算,此時改變此值沒什么意義,而在第三人稱時,人是Origin,而攝像機Eye是Direction,此時length表示人與攝像機的距離,會造成視角內人物放大與放小的效果。
這段代碼可以很好的工作,並且很容易就實現第一人稱與第三人稱的切換,需要注意的是,以第三人稱漫游時,上下旋轉和前后左右走動與第一人稱是相反的,大家可以自己想像一下,在第三人稱時,人向上,對應攝像機的在球面是向下動的,同理,前后左右走動也是一樣,只有左右旋轉時,第一人稱與第三人稱方向一致。
效果圖,燈光還沒設置完整,里面有點暗。
原來的附件在我的筆記本上HD5650可以運行,我發現在我老婆的電腦上,用的是650TI,會出現相關內存不能為讀的問題,經查找,發現問題是在設置頂點數據//GL.VertexPointer(3,VertexPointerType.Float,0,IntPtr.Zero)這句代碼有問題,現改為GL.InterleavedArrays(InterleavedArrayFormat.V3f,0,IntPtr.Zero),也可以運行,具體原因不知,有那么清楚,可以幫忙說明下。
下面給出實現第一人稱與第三人稱切換版的附件。
新增加快捷鍵V切換一三人稱漫游,小鍵盤上的+與—分別是增加與縮小人與攝像機的距離。