LWJGL 3 - 绕错轴旋转的模型

时间:2017-10-30 20:15:52

标签: opengl matrix rotation lwjgl

我的3D模型围绕错误的轴旋转。除X轴外的所有东西都可以。当我将Y和Z的角度设置为0时,X工作正常,但如果旋转它,例如。绕Z轴旋转90度,然后围绕Z旋转,它也绕Z旋转。因此,当使用Y或Z时,X围绕Z旋转。因此,如果我使模型绕Z旋转90度,绕X旋转-90度,则完全静止。

我的转换矩阵函数。如果我将public static Matrix4f createTransformationMatrix(Vector3f position, Vector3f rotation, Vector3f scale) { Matrix4f matrix = new Matrix4f(); matrix.scale(scale); matrix.translate(position); matrix.rotate((float) Math.toRadians(rotation.x), new Vector3f(1, 0, 0)); matrix.rotate((float) Math.toRadians(rotation.y), new Vector3f(0, 1, 0)); matrix.rotate((float) Math.toRadians(rotation.z), new Vector3f(0, 0, 1)); return matrix; } 移动到旋转状态下,我的模型会以巨大的圆圈旋转(可能在世界原点附近)。

public static FloatBuffer toFloatBuffer(Matrix4f matrix) {

    FloatBuffer buffer = BufferUtils.createFloatBuffer(16);

    buffer.put(matrix.m00());
    buffer.put(matrix.m01());
    buffer.put(matrix.m02());
    buffer.put(matrix.m03());
    buffer.put(matrix.m10());
    buffer.put(matrix.m11());
    buffer.put(matrix.m12());
    buffer.put(matrix.m13());
    buffer.put(matrix.m20());
    buffer.put(matrix.m21());
    buffer.put(matrix.m22());
    buffer.put(matrix.m23());
    buffer.put(matrix.m30());
    buffer.put(matrix.m31());
    buffer.put(matrix.m32());
    buffer.put(matrix.m33());

    buffer.flip();

    return buffer;
}

将矩阵转换为floatbuffer,以便将其传递给着色器:

gl_Position = transformationMatrix * vec4(position, 1.0) * viewMatrix * projectionMatrix;

着色器中的用法:

    with tmp as ( 
    select 'Oracle' as field_name , 1 as data from dual union all
    select 'Oracle' as field_name , null as data from dual union all
    select NULL  as field_name , null as data from dual union all
    select 'Test' as field_name , null as data from dual )
    Select * from tmp
    Where 1 = case when field_name = 'Oracle' and data is null 
              then 0 
              else 1
              end

模特'零点已设置为其原点,我确信发送到这些功能的所有数据都是正确的。我一直在调试这个。我正在使用LWJGL 3。

1 个答案:

答案 0 :(得分:2)

我认为你正面对Gimbal Lock。 这意味着,重要的是旋转应用的顺序,然后您可能会得到奇怪的结果,例如您所经历的结果。

要解决此问题,您必须使用Quaternions

基本上,你必须:

  • 创建旋转四元数并将它们与其他旋转四元数相乘。
  • 您必须创建一个表示X轴旋转的旋转四元数,依此类推Y轴和Z轴

  • 你将它们相乘

  • 最后,您必须将生成的四元数转换为矩阵。

请在此处阅读how to implement Rotation Quaternions in OpenGL

编辑:

请在此处阅读有关如何将四元数转换为矩阵的信息:Convert Quaternion rotation to rotation matrix?

这是我的Camera类(不幸的是,它使用像Quaternion这样的JOGL库,但是应该可以移植到LWJGL。它以Euler或Quaternion的方式提供缩放,移动,围绕中心的旋转,以及检索指向的方法方向等。

public class Camera {
    public Matrix4 matrix;
    public Quaternion rotation;
    public Vector3 position;
    public Vector3 scale;
    public Vector3 center;
    public Vector2 frictionx;
    public Vector2 frictiony;
    public Vector2 frictionz;
    public Camera() {
        matrix=new Matrix4();
        rotation=new Quaternion();
        position=new Vector3(0f,0f,0f);
        scale=new Vector3(1f,1f,1f);
        center=new Vector3(0f,0f,0f);
        frictionx=new Vector2(0,0);
        frictiony=new Vector2(0,0);
        frictionz=new Vector2(0,0);
    }
    public float tryFric(float a, float b) {
        try {
            float r=a/b;
            if (r == Float.NaN) {
                return 0;
            }
            return r;
        }
        catch (Exception e) {
            return 0;
        }
    }
    public void getFrictions(Vector3 pointing) {
        frictionx.x=tryFric(pointing.y,pointing.x);
        frictionx.y=tryFric(pointing.z,pointing.x);
        frictiony.x=tryFric(pointing.x,pointing.y);
        frictiony.y=tryFric(pointing.z,pointing.y);
        frictionz.x=tryFric(pointing.x,pointing.z);
        frictionz.y=tryFric(pointing.y,pointing.z);
    }
    public Vector3 getPointing(Vector3 vec) {
        float[] in=new float[] {vec.x,vec.y,vec.z};
        float[] out=new float[3];
        rotation.conjugate();
        rotation.rotateVector(out, 0, in, 0);
        rotation.conjugate();
        Vector3 p=new Vector3(out[0],out[1],out[2]);
        getFrictions(p);
        return p;
    }
    public void move(float x, float y, float z) {
        position.x+=x;
        position.y+=y;
        position.z+=z;
    }
    public void setPosition(float x, float y, float z) {
        position.x=x;
        position.y=y;
        position.z=z;
    }
    public void moveCenter(float x, float y, float z) {
        center.x+=x;
        center.y+=y;
        center.z+=z;
    }
    public void setCenter(float x, float y, float z) {
        center.x=x;
        center.y=y;
        center.z=z;
    }
    public void scale(float x, float y, float z) {
        scale.x*=x;
        scale.y*=y;
        scale.z*=z;
    }
    public void setScale(float x, float y, float z) {
        scale.x=x;
        scale.y=y;
        scale.z=z;
    }
    public void rotateQuaternion(float angle, float x, float y, float z) {
        Quaternion rotationy=new Quaternion();
        rotationy.rotateByAngleY(angle*y);
        rotation.mult(rotationy);
        Quaternion rotationx=new Quaternion();
        rotationx.rotateByAngleX(angle*x);
        rotation.mult(rotationx);
        Quaternion rotationz=new Quaternion();
        rotationz.rotateByAngleZ(angle*z);
        rotation.mult(rotationz);
        rotation.normalize();
    }
    public void rotateEuler(float angle, float x, float y, float z) {
        rotation.rotateByEuler(angle*x, angle*y, angle*z);
    }
    public Vector3 getPointing() {
        Matrix4 as_matrix=new Matrix4();
        as_matrix.loadIdentity();
        as_matrix.rotate(rotation);
        float[] out=new float[3];
        float[] in=new float[] {0,0,-1};
        as_matrix.multVec(in, out);
        Vector3 pointing=new Vector3(out[0],out[1],out[2]);
        return pointing;
    }
    public Matrix4 getMatrix() {
        Matrix4 rot_as_mat=new Matrix4();
        rot_as_mat.loadIdentity();
        rot_as_mat.translate(center.x, center.y, center.z);
        rot_as_mat.rotate(rotation);
        Matrix4 result=new Matrix4();
        result.loadIdentity();
        result.scale(scale.x, scale.y, scale.z);
        result.multMatrix(rot_as_mat);
        result.translate(position.x,position.y,position.z);
        matrix=result;
        return result;
    }
}

希望它有所帮助!

注意:

  • 您可能需要尝试使用循环四元数乘法顺序来实现不同的结果
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