使相机观看方向看起来前面 [英] Make Camera LookDirection look front face

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问题描述

如何查看 3D 前面的 WPF



我很难为LookDirection设置XYZ。



我不知道当我设置xyz时会发生什么,我不知道camera在哪里看着。我不知道 UpDirection 是一样的。



下面是我的相机属性:

  camera.Position = new Point3D(100,100,150); 
camera.LookDirection = new Vector3D(-100,-100,-100);
camera.UpDirection = new Vector3D(0,0,1);

问题是相机从后面看。
模型如下面的多维数据集所示。





此外,请解释如何设置xyz。我知道什么属性,但我不能想象他们。



我认为X是从右到左.Y是深度。

解决方案

想象一下,而不是相机,你在3D空间中移动你的头。然后 Camera.Position 指定头部位置, Camera.LookDirection 决定您正在查看的方向, Camera.UpDirection 显示头部的方向。



在第一张图片中,相机以+ Z轴为中心俯视-Z轴和您的形状:



>



当将 camera.Position 设置为(x = 1,y = 0,z = 10)时,相机位置变化如下:



>



因此,摄像机向右移动一点,因此您将在视图的左侧看到您的形状。



现在如果 camera.LookDirection 改为说(x = 0,y = 1,z = -1) -1)like this:





camera.UpDirection 决定相机顶部的指向位置。在下面的图片中,将 camera.UpDirection 设置为(-0.5,1,0)会导致摄像机逆时针旋转:



>



我希望这些照片为你清理。


How to look at the front of 3D Model in WPF?

I am confused to set X Y Z for LookDirection.

I don't know what happens when I set xyz and I don't know where camera is looking at. I don't know the same thing for UpDirection.

Below is my camera properties:

camera.Position = new Point3D(100, 100, 150);
camera.LookDirection = new Vector3D(-100, -100, -100);
camera.UpDirection = new Vector3D(0, 0, 1);

The problem is that camera is looking from behind. Model is shown like cube below.

How to make it look front face?

Also please explain how to set xyz. i know what properties do but i cant imagine them.

I think X is from right to left.Y is depth. Z is up to down .

解决方案

Imagine, instead of a camera, you're moving your head around in 3D space. then Camera.Position is specifying where your head is located, Camera.LookDirection determines the direction you're looking at and Camera.UpDirection shows the orientation of your head. the following pictures clear things up for you.

In the first Image, Camera is centered on the +Z axis looking down to -Z axis and to your shape:

When you set camera.Position to for example (x=1, y=0, z=10) then camera position changes like this:

as a result, camera moves a little to the right and therefore you will see your shape at the left side of the view.

Now if camera.LookDirection gets changed to say (x=0, y=1, z=-1), then camera simply looks at the point (0,1,-1) like this:

camera.UpDirection determines where the top of your camera points at. In the following picture, setting camera.UpDirection to (-0.5,1,0) results in rotation of the camera counter clockwise:

I hope these pictures clear things up for you.

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