我在这里学习本教程(我知道从glfw 2到3有一些变化在本教程中没有定义,我已经纠正了这些方面。
然而,当我在完成应该工作的内容后尝试编译时,我遇到了一个错误,因为我的头文件没有将glm识别为命名空间,所以它假设int破坏了程序的其余部分。
我的标题如下:
#ifndef CONTROLS_HPP
#define CONTROLS_HPP
void computeMatricesFromInputs();
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
#endif
我的.cpp文件是这样的:
// Include GLFW
#include <glfw3.h>
extern GLFWwindow* window;
// Include GLM
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/transform.hpp>
using namespace glm;
#include "Outputs/controls.hpp"
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
glm::mat4 getViewMatrix(){
return ViewMatrix;
}
glm::mat4 getProjectionMatrix(){
return ProjectionMatrix;
}
// Initial position : on +Z
glm::vec3 position = glm::vec3(0, 0, 5);
// Initial horizontal angle : toward -Z
float horizontalAngle = 3.14f;
// Initial vertical angle : none
float verticalAngle = 0.0f;
// Initial Field of View
float initialFoV = 45.0f;
float speed = 3.0f; // 3 units / second
float mouseSpeed = 0.005f;
void computeMatricesFromInputs(){
// glfwGetTime is called only once, the first time this function is called
static double lastTime = glfwGetTime();
// Compute time difference between current and last frame
double currentTime = glfwGetTime();
float deltaTime = float(currentTime - lastTime);
// Get mouse position
double xpos, ypos;
glfwGetCursorPos(window, &xpos, &ypos);
// Reset mouse position for next frame
glfwSetCursorPos(window, 1024 / 2, 768 / 2);
// Compute new orientation
horizontalAngle += mouseSpeed * float(1024 / 2 - xpos);
verticalAngle += mouseSpeed * float(768 / 2 - ypos);
// Direction : Spherical coordinates to Cartesian coordinates conversion
glm::vec3 direction(
cos(verticalAngle) * sin(horizontalAngle),
sin(verticalAngle),
cos(verticalAngle) * cos(horizontalAngle)
);
// Right vector
glm::vec3 right = glm::vec3(
sin(horizontalAngle - 3.14f / 2.0f),
0,
cos(horizontalAngle - 3.14f / 2.0f)
);
// Up vector
glm::vec3 up = glm::cross(right, direction);
// Move forward
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS){
position += direction * deltaTime * speed;
}
// Move backward
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS){
position -= direction * deltaTime * speed;
}
// Strafe right
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS){
position += right * deltaTime * speed;
}
// Strafe left
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS){
position -= right * deltaTime * speed;
}
float FoV = initialFoV;
// Projection matrix : 45° Field of View, 4:3 ratio, display range : 0.1 unit <-> 100 units
ProjectionMatrix = glm::perspective(FoV, 4.0f / 3.0f, 0.1f, 100.0f);
// Camera matrix
ViewMatrix = glm::lookAt(
position, // Camera is here
position + direction, // and looks here : at the same position, plus "direction"
up // Head is up (set to 0,-1,0 to look upside-down)
);
// For the next frame, the "last time" will be "now"
lastTime = currentTime;
}
我很困惑这里发生了什么,使用glm的所有其他方面都很好。
这个问题已经Borglider帮我回答了(谢谢!)。它也通过在标头中使用glm的include来解决。