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python中sinxcosy,如何从偏航角计算方向向量?

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();

}

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();

}

}

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