【发布时间】:2015-09-24 10:35:08
【问题描述】:
我完全被 OpenGL 中的旋转困住了(再次)。我不确定它到底是什么,但我有一些理论。
首先让我分享一些代码:
我在这里渲染三个实体,它们只是 Ico-Spheres 的 .obj 模型,在搅拌机中创建。
val testEntity: Test = new Test(new Vector3(-3.0f,0,0), new Vector3(0,0,0), 0.75f)
val testEntity2: Test = new Test(new Vector3(0,0,0), new Vector3(0,0,0), 0.75f)
val testEntity3: Test = new Test(new Vector3(3.0f,0,0), new Vector3(0,0,0), 0.75f)
override def render(): Unit =
{
camera.update()
testEntity.addRotation(new Vector3(1,0,0))
testEntity.render(camera.getViewProjectionMatrix, camera.getViewMatrix)
testEntity2.addRotation(new Vector3(0,1,0))
testEntity2.render(camera.getViewProjectionMatrix, camera.getViewMatrix)
testEntity3.addRotation(new Vector3(0,0,1))
testEntity3.render(camera.getViewProjectionMatrix, camera.getViewMatrix)
}
如您所见,我所做的只是将三个球体彼此相邻设置并尝试围绕一个轴旋转每个球体。
addRotation(new Vector3(1,0,0)) 只是在实体的方向上添加一个旋转(在开头是 (0,0,0) ),所以在这种情况下它在 x 上添加 1 - 每帧轴。
理论#1 - 模型矩阵的计算错误
这就是我为每帧的每个实体计算模型矩阵的方式
protected def calculateModelMatrix(position: Vector3, orientation: Vector3, scale: Float): Matrix4 =
{
val matrix: Matrix4 = Matrix4.Identity
matrix.scale(new Vector3(scale, scale, scale))
matrix.rotate(new Vector3(1,0,0), Math.toRadians(orientation.x).toFloat)
matrix.rotate(new Vector3(0,1,0), Math.toRadians(orientation.y).toFloat)
matrix.rotate(new Vector3(0,0,1), Math.toRadians(orientation.z).toFloat)
matrix.translate(position)
matrix
}
旋转应该始终发生在原点,但身份矩阵会处理这一点。 首先我们进行缩放,然后进行旋转,然后将实体平移到正确的位置。
Matrix4 类的rotate-方法如下所示:
def rotate(axis: Vector3, angle: Float): Unit =
{
if(angle == 0) return
axis match
{
case Vector3(1,0,0) => rotateX(angle)
case Vector3(0,1,0) => rotateY(angle)
case Vector3(0,0,1) => rotateZ(angle)
case _ => //println("Rotation not yet implemented!")
}
}
private def rotateX(angle: Float): Unit =
{
val cos: Float = Math.cos(angle).toFloat
val sin: Float = Math.sin(angle).toFloat
this.m11 = cos
this.m12 = -sin
this.m21 = sin
this.m22 = cos
}
private def rotateY(angle: Float): Unit =
{
val cos: Float = Math.cos(angle).toFloat
val sin: Float = Math.sin(angle).toFloat
this.m00 = cos
this.m02 = sin
this.m20 = -sin
this.m22 = cos
}
private def rotateZ(angle: Float): Unit =
{
val cos: Float = Math.cos(angle).toFloat
val sin: Float = Math.sin(angle).toFloat
this.m00 = cos
this.m01 = -sin
this.m10 = sin
this.m12 = cos
}
对于我严格遵守数学的帮助方法(或至少尝试过)(参考:http://inside.mines.edu/fs_home/gmurray/ArbitraryAxisRotation/ 和 https://en.wikipedia.org/wiki/Rotation_matrix)
理论 #2 - 投影和/或视图矩阵的计算是错误的
对于每一帧,我都会调用camera.update()。它应该根据相机的位置更新我的视图和投影矩阵:
def update(): Unit =
{
updateViewMatrix()
updateViewProjectionMatrix()
}
private def calculateViewProjectionMatrix(): Matrix4 =
{
Matrix4.multiply(this.projectionMatrix, this.viewMatrix)
}
private def updateViewProjectionMatrix(): Unit =
{
this.viewProjectionMatrix = calculateViewProjectionMatrix()
}
private def calculateProjectionMatrix(): Matrix4 =
{
val aspectRatio: Float = 1024 / 768 // TODO get this from somewhere
// val yScale: Float = ((1.0f / Math.tan(Math.toRadians(FOV / 2f))) * aspectRatio).toFloat
val yScale: Float = (1.0f / Math.tan(Math.toRadians(FOV / 2f))).toFloat
val xScale: Float = yScale / aspectRatio
val frustumLength = FAR_PLANE - NEAR_PLANE
val matrix: Matrix4 = Matrix4.Zero
matrix.m00 = xScale
matrix.m11 = yScale
matrix.m22 = -((FAR_PLANE + NEAR_PLANE) / frustumLength)
matrix.m23 = -1.0f
matrix.m32 = -((2.0f * NEAR_PLANE * FAR_PLANE) / frustumLength)
matrix
}
private def calculateViewMatrix(): Matrix4 =
{
val matrix: Matrix4 = Matrix4.Identity
matrix.rotate(new Vector3(1,0,0), Math.toRadians(this.pitch).toFloat)
matrix.rotate(new Vector3(0,1,0), Math.toRadians(this.yaw).toFloat)
// matrix.rotate(new Vector3(0,0,1), Math.toRadians(this.roll).toFloat)
matrix.translate(new Vector3(-this.position.x, -this.position.y, -this.position.z))
matrix
}
结果如下:
基本上绝对垃圾!围绕 y 轴(在中间)的一次旋转是唯一在旋转时不平移的一次。它仍然看起来有点压缩/捣碎(或者这只是我吗?!)围绕z旋转的那个?它完全关闭了!
现在我也尝试从https://github.com/LWJGL/lwjgl/blob/master/src/java/org/lwjgl/util/vector/Matrix4f.java 复制rotate
在代码中看起来像这样:
def rotate(axis: Vector3, angle: Float): Unit =
{
val cosAngle: Float = Math.cos(angle).toFloat
val sinAngle: Float = Math.sin(angle).toFloat
val oneMinusCosAngle: Float = 1.0f - cosAngle
val xy: Float = axis.x * axis.y
val xz: Float = axis.x * axis.z
val yz: Float = axis.y * axis.z
val xs: Float = axis.x * sinAngle
val ys: Float = axis.y * sinAngle
val zs: Float = axis.z * sinAngle
val f00: Float = axis.x * axis.x * oneMinusCosAngle + cosAngle
val f01: Float = xy * oneMinusCosAngle + zs
val f02: Float = xz * oneMinusCosAngle - ys
val f10: Float = xy * oneMinusCosAngle - zs
val f11: Float = axis.y * axis.y * oneMinusCosAngle + cosAngle
val f12: Float = yz * oneMinusCosAngle + xs
val f20: Float = xz * oneMinusCosAngle + ys
val f21: Float = yz * oneMinusCosAngle - xs
val f22: Float = axis.z * axis.z * oneMinusCosAngle + cosAngle
val t00: Float = this.m00 * f00 + this.m10 * f01 + this.m20 * f02
val t01: Float = this.m01 * f00 + this.m11 * f01 + this.m21 * f02
val t02: Float = this.m02 * f00 + this.m12 * f01 + this.m22 * f02
val t03: Float = this.m03 * f00 + this.m13 * f01 + this.m23 * f02
val t10: Float = this.m00 * f10 + this.m10 * f11 + this.m20 * f12
val t11: Float = this.m01 * f10 + this.m11 * f11 + this.m21 * f12
val t12: Float = this.m02 * f10 + this.m12 * f11 + this.m22 * f12
val t13: Float = this.m03 * f10 + this.m13 * f11 + this.m23 * f12
this.m20 = this.m00 * f20 + this.m10 * f21 + this.m20 * f22
this.m21 = this.m01 * f20 + this.m11 * f21 + this.m21 * f22
this.m22 = this.m02 * f20 + this.m12 * f21 + this.m22 * f22
this.m23 = this.m03 * f20 + this.m13 * f21 + this.m23 * f22
this.m00 = t00
this.m01 = t01
this.m02 = t02
this.m03 = t03
this.m10 = t10
this.m11 = t11
this.m12 = t12
this.m13 = t13
}
结果如下:
它看起来比我自己的实现要好,但对于 x 轴和 z 轴,实体在旋转时仍在平移。
我不明白为什么会这样,我调试了很长时间,但没有真正的用处。我的所作所为一定有问题。
后来我想切换到Quaternions,但我想,如果基本的旋转不起作用,那么现在实现四元数并不是一个好主意。
【问题讨论】:
-
旋转总是围绕原点。所以你可以先将球的中心平移到原点,然后旋转再平移回来。
-
@ratchetfreak:这就是我使用单位矩阵开始的原因。所以开头的
matrix.translate(new Vector3(0,0,0))不会改变任何事情。我也在我的帖子中明确提到了这一点。 -
到代码 1:矩阵不能通过简单地覆盖其中的值来组合。相反,您必须将所有原始矩阵相乘。例如,在您当前的实现中,rotate 将覆盖一些由 scale 设置的值。
-
至代码 2:旋转时平移,因为球体的原点似乎不在其中心,而是在球体的最底部。这就是球体旋转的点。
标签: scala opengl matrix rotation