我有一个问题,我不知道如何继续使用
Java / LWJGL计算方向向量来渲染OpenGL.
我有以下系统:
> X出现在屏幕右侧
> Z进入我的屏幕
> Y到屏幕顶部(海拔高度)
因此,我正在XZ飞机上行走,现在我想实施/实施WASD运动,它应该与我目前的方向有关. (W =前进到摄像机视线方向,S =后退等)
我的偏航角定义如下:
如果直接前进,则> 0度
如果向右移动> 90度
回转时> 180度
如果向左走,则> 270度
现在我只想要一个代表偏航方向的3D矢量,我该怎么做?
我使用以下Java代码,包括答案,但似乎还有另一个错误:
@Override
protected void mouseMoved(final int dx, final int dy) {
float yawDelta = dx / 10f;
float pitchDelta = dy / 10f;
yaw += yawDelta;
pitch += pitchDelta;
System.out.println("yaw = " + yaw);
direction.updateZero().updateTranslate((float)Math.sin(Math.toRadians(yaw)), 0f, (float)Math.cos(Math.toRadians(yaw))).updateNormalized();
System.out.println("direction = " + direction);
updateView();
}
和
private void checkKeys() {
if (isKeyCurrentlyDown(Keyboard.KEY_W)) {
eye.updateTranslate(direction);
updateView();
}
if (isKeyCurrentlyDown(Keyboard.KEY_S)) {
eye.updateTranslate(direction.negated());
updateView();
}
if (isKeyCurrentlyDown(Keyboard.KEY_A)) {
eye.updateTranslate(direction.cross(Vector3f.Y.negated()));
updateView();
}
if (isKeyCurrentlyDown(Keyboard.KEY_D)) {
eye.updateTranslate(direction.cross(Vector3f.Y));
updateView();
}
if (isKeyCurrentlyDown(Keyboard.KEY_Q)) {
eye.updateTranslate(0.0f, -1.0f, 0.0f);
updateView();
}
if (isKeyCurrentlyDown(Keyboard.KEY_Z)) {
eye.updateTranslate(0.0f, 1.0f, 0.0f);
updateView();
}
}
和
private void updateView() {
viewMatrix.identity().fpsView(eye, roll, yaw, pitch);
Uniforms.setUniformMatrix4(UNIFORM_VIEW_MATRIX, false, viewMatrix);
}
然后
public Matrix4f fpsView(final Vector3f eye, final float rollAngle, final float yawAngle, final float pitchAngle) {
//roll = rolling your head, Q&E
//yaw = looking left/right, mouseY
//pitch = looking up/down, mouseX
float sinRoll = (float)Math.sin(Math.toRadians(rollAngle));
float cosRoll = (float)Math.cos(Math.toRadians(rollAngle));
float sinYaw = (float)Math.sin(Math.toRadians(yawAngle));
float cosYaw = (float)Math.cos(Math.toRadians(yawAngle));
float sinPitch = (float)Math.sin(Math.toRadians(pitchAngle));
float cosPitch = (float)Math.cos(Math.toRadians(pitchAngle));
//TODO cannot roll yet
Vector3f xAxis = new Vector3f(
cosYaw,
-sinPitch * sinYaw,
-cosPitch * sinYaw
);
Vector3f yAxis = new Vector3f(
0.0f,
cosPitch,
-sinPitch
);
Vector3f zAxis = new Vector3f(
sinYaw,
sinPitch * cosYaw,
cosPitch * cosYaw
);
return multiply(
xAxis.getX(), xAxis.getY(), xAxis.getZ(), 0.0f, //X column
yAxis.getX(), yAxis.getY(), yAxis.getZ(), 0.0f, //Y column
zAxis.getX(), zAxis.getY(), zAxis.getZ(), 0.0f, //Z column
0.0f, 0.0f, 0.0f, 1.0f //W column
).translate(eye);
}
不知何故,eye.updateTranslate()不起作用,它只是将操作数的值添加到眼睛坐标.我的逻辑是否存在缺陷?
最佳答案 旋转部分比你有点复杂.
R = yawMat.pitchMat.rollMat
哪里:
yawMat={ { cosZ, -sinZ, 0 }, { sinZ, cosZ , 0 }, {0,0,1 } };
pitchMat = { { cosY , 0 , sinY }, { 0, 1 , 0 }, { -sinY, 0, cosY } };
rollMat = { {1,0,0 }, {0,cosX,-sinX }, {0,sinX,cosX } };
三者的点积是均匀变换中的3×3旋转矩阵R的组成部分.点积的顺序很重要,所以要保持一致.
Here是我的参考.
最终的4×4矩阵看起来应该是这样的
T = {{R00,R01,R02,X},{R10,R11,R12,Y},{R20,R21,R22,Z},{0,0,0,1}}
编辑如果您想一次进行一次旋转,那么另外两个3×3矩阵将转到标识,因此您可以在偏航中进行旋转:
R = yawMat.I.I = yawMat
所以:
R = { { cosZ, -sinZ, 0 }, { sinZ, cosZ , 0 }, {0,0,1 } }
对其他人也一样.
正如您为了构建转换矩阵而编写的那样,它应该是:
Vector3f xAxis = new Vector3f(
cosYaw*cosPitch,
cosYaw* sinPitch*sinRoll - sinYaw*cosRoll,
cosYaw*sinPitch*cosRoll + sinYaw*sinRoll
);
Vector3f yAxis = new Vector3f(
sinYaw*cosPitch,
sinYaw*sinPitch*sinRoll + cosYaw*cosRoll,
sinYaw*sinPitch*cosRoll - cosYaw*sinRoll
);
Vector3f zAxis = new Vector3f(
-sinPitch,
cosPitch*sinRoll,
cosPitch * cosYaw
);
假设固定旋转顺序x – > y – > z后跟翻译X,Y,Z