java/trig/math.3空间中立方体的相对轴,处理库(bug?)



我有一个立方体,它在3轴上旋转,当键[a]==true时,它会向左旋转,就像它在滚动一样。将立方体在任何方向旋转45度都会使其倒退90度,产生继续的错觉。这保持了3个轴,它们<距离环境45度

我相信这是正确的,但立方体的x轴似乎是相对于环境的,而y和z是相对于立方体的方向的,我在文档中找不到对此的参考,这是一个错误吗?https://processing.org/reference/rotateY_.htmlhttps://processing.org/reference/rotateX_.html

if(keys[w]) { 
if (x >= 359) x = 0;
x = x + 1;
}  
if(keys[a]) { 
if (z >= 359) z = 0;
z = z + 1;
}  
if(keys[s]) { 
if (x <= 0) x = 359;
x = x - 1;
}  
if(keys[d]) { 
if (z <= 0) z = 359;     
z = z - 1;
}

// return 90 deg for magic trick       
if (x > 45 && x < 180) x = 270 + x;
if (x < 316 && x > 180) x = 360 - x;

if (y > 45 && y < 180) y = 270 + y;
if (y < 316 && y > 180) y = 360 - y;

矩阵变换是不可交换的。命令很重要。像rotate()这样的矩阵运算指定一个新矩阵,并将当前矩阵乘以新矩阵。

因此,进行是有区别的

rotateX(x);
rotateY(y);
rotateZ(z);

rotateZ(z);
rotateY(y);
rotateX(x);

rotateX(x1 + x2);
rotateY(y1 + y2);
rotateZ(z1 + z2);

与不同

rotateX(x1);
rotateY(y1);
rotateZ(z1);
rotateX(x2);
rotateY(y2);
rotateZ(z2);

问题的一个可能解决方案是使用四元数。四元数的行为与Euler角度不同,也没有Gimbal锁定问题。处理在后台使用OpenGL,不支持四元数。然而,四元数可以被转换为矩阵,并且矩阵可以通过applyMatrix()来应用。

我发现这个ArcBall示例正是我想要的。只是添加了一个修改来使用键而不是鼠标拖动
带有mod的ArcBall

// Ariel and V3ga's arcball class with a couple tiny mods by Robert Hodgin & more by me
class Arcball {
float center_x, center_y, radius;
Vec3 v_down, v_drag;
Quat q_now, q_down, q_drag;
Vec3[] axisSet;
int axis;
float mxv, myv;
float x, y;

Arcball(float center_x, float center_y, float radius){
this.center_x = center_x;
this.center_y = center_y;
this.radius = radius;
v_down = new Vec3();
v_drag = new Vec3();
q_now = new Quat();
q_down = new Quat();
q_drag = new Quat();
axisSet = new Vec3[] {new Vec3(1.0f, 0.0f, 0.0f), new Vec3(0.0f, 1.0f, 0.0f), new Vec3(0.0f, 0.0f, 1.0f)};
axis = -1;  // no constraints...    
}
void rollforward(){
q_down.set(q_now);
v_down = XY_to_sphere(center_x, center_y);
q_down.set(q_now);
q_drag.reset();

v_drag = XY_to_sphere(center_x, center_y - 10);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag)); 
}
void rolldown(){
q_down.set(q_now);
v_down = XY_to_sphere(center_x, center_y);
q_down.set(q_now);
q_drag.reset();

v_drag = XY_to_sphere(center_x, center_y + 10);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag)); 
}
void rollleft(){
q_down.set(q_now);
v_down = XY_to_sphere(center_x + radius, center_y + radius);
q_down.set(q_now);
q_drag.reset();

v_drag = XY_to_sphere(center_x + 10 * PI + radius, center_y + radius);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag)); 
}
void rollright(){
q_down.set(q_now);
v_down = XY_to_sphere(center_x + radius, center_y + radius);
q_down.set(q_now);
q_drag.reset();

v_drag = XY_to_sphere(center_x - 10 * PI + radius, center_y + radius);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag)); 
}
void mousePressed(){
v_down = XY_to_sphere(mouseX, mouseY);   // when m pressed 
q_down.set(q_now);
q_drag.reset();
}
void mouseDragged(){
v_drag = XY_to_sphere(mouseX, mouseY);
q_drag.set(Vec3.dot(v_down, v_drag), Vec3.cross(v_down, v_drag));
}
void run(){
q_now = Quat.mul(q_drag, q_down);
applyQuat2Matrix(q_now);

x += mxv;
y += myv;
mxv -= mxv * .01;
myv -= myv * .01;
}

Vec3 XY_to_sphere(float x, float y){
Vec3 v = new Vec3();
v.x = (x - center_x) / radius;
v.y = (y - center_y) / radius;
float mag = v.x * v.x + v.y * v.y;
if (mag > 1.0f){
v.normalize();
} else {
v.z = sqrt(1.0f - mag);
}
return (axis == -1) ? v : constrain_vector(v, axisSet[axis]);
}
Vec3 constrain_vector(Vec3 vector, Vec3 axis){
Vec3 res = new Vec3();
res.sub(vector, Vec3.mul(axis, Vec3.dot(axis, vector)));
res.normalize();
return res;
}
void applyQuat2Matrix(Quat q){
// instead of transforming q into a matrix and applying it...
float[] aa = q.getValue();
rotate(aa[0], aa[1], aa[2], aa[3]);
}
}
static class Vec3{
float x, y, z;
Vec3(){
}
Vec3(float x, float y, float z){
this.x = x;
this.y = y;
this.z = z;
}
void normalize(){
float length = length();
x /= length;
y /= length;
z /= length;
}
float length(){
return (float) Math.sqrt(x * x + y * y + z * z);
}
static Vec3 cross(Vec3 v1, Vec3 v2){
Vec3 res = new Vec3();
res.x = v1.y * v2.z - v1.z * v2.y;
res.y = v1.z * v2.x - v1.x * v2.z;
res.z = v1.x * v2.y - v1.y * v2.x;
return res;
}
static float dot(Vec3 v1, Vec3 v2){
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}

static Vec3 mul(Vec3 v, float d){
Vec3 res = new Vec3();
res.x = v.x * d;
res.y = v.y * d;
res.z = v.z * d;
return res;
}
void sub(Vec3 v1, Vec3 v2){
x = v1.x - v2.x;
y = v1.y - v2.y;
z = v1.z - v2.z;
}
}
static class Quat{
float w, x, y, z;
Quat(){
reset();
}
Quat(float w, float x, float y, float z){
this.w = w;
this.x = x;
this.y = y;
this.z = z;
}
void reset(){
w = 1.0f;
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
void set(float w, Vec3 v){
this.w = w;
x = v.x;
y = v.y;
z = v.z;
}
void set(Quat q){
w = q.w;
x = q.x;
y = q.y;
z = q.z;
}
static Quat mul(Quat q1, Quat q2){
Quat res = new Quat();
res.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z;
res.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y;
res.y = q1.w * q2.y + q1.y * q2.w + q1.z * q2.x - q1.x * q2.z;
res.z = q1.w * q2.z + q1.z * q2.w + q1.x * q2.y - q1.y * q2.x;
return res;
}

float[] getValue(){
// transforming this quat into an angle and an axis vector...
float[] res = new float[4];
float sa = (float) Math.sqrt(1.0f - w * w);
if (sa < EPSILON){
sa = 1.0f;
}
res[0] = (float) Math.acos(w) * 2.0f;
res[1] = x / sa;
res[2] = y / sa;
res[3] = z / sa;
return res;
}
}

main

Arcball arcball;
//framecount
int fcount, lastm;
float frate;
int fint = 3;
boolean[] keys = new boolean[4];
final int w = 0;
final int s = 1;
final int a = 2;
final int d = 3;
void setup() {
size(900, 700, P3D); 
frameRate(60);
noStroke();

arcball = new Arcball(width/2, height/2+100, 360);  
}
void draw() {
lights();
background(255,160,122);

if(keys[w]) { arcball.rollforward(); }
if(keys[a]) { arcball.rollleft(); }
if(keys[s]) { arcball.rolldown(); }
if(keys[d]) { arcball.rollright(); }

ambient(80);   
lights();
translate(width/2, height/2-100, 0);
box(50);

translate(0, 200, 0);
arcball.run();
box(50);  

}
void keyPressed() {
switch(key) {
case 97: 
keys[a] = true;
break;
case 100: 
keys[d] = true;
break;      
case 115: 
keys[s] = true;
break;
case 119: 
keys[w] = true;
break;
} 
}
void keyReleased() {
switch(key) {
case 97: 
keys[a] = false;
break;
case 100: 
keys[d] = false;
break;      
case 115: 
keys[s] = false;
break;
case 119: 
keys[w] = false;
break;
} 
}

稍后将通过编辑一次添加对多个键的支持。。。。保持调谐

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