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Blender 汽车模型 旋转轮 一起转轮

[英]Blender Car Model Rotate wheel turn wheel together

I have imported a Benz car model from Blender to OGRE.我已将奔驰汽车模型从 Blender 导入到 OGRE。 I am trying to rotate the wheels.我正在尝试旋转轮子。

I have 2 requirements.我有2个要求。 Rotate the wheel like the car is running and rotate the wheel left and right as it is turning based on the steering wheel.像汽车行驶一样旋转车轮,并在车轮根据方向盘转动时向左和向右旋转。 I can successfully do it separately but when I do it together, I am getting wrong results.我可以单独成功地完成,但是当我一起完成时,我得到了错误的结果。

Before I imported the model from Blender, I made 4 local pivot points for the wheels based on the center(Using set Pivot point based on 3D point cursor option in Blender).在从 Blender 导入模型之前,我基于中心为车轮制作了 4 个局部枢轴点(使用基于 Blender 中的 3D 点光标选项设置枢轴点)。

In OGRE, after I imported the model, I parsed the entire scene manager and found the 4 wheel nodes and named as left front, left back, right front and right back nodes.在OGRE中,导入模型后,解析整个场景管理器,找到4个轮子节点,命名为左前、左后、右前、右后节点。 It is as below.如下所示。

 void ogreWindow::makeNodes( )
  {
    Ogre::SceneNode::ChildNodeIterator it = mSceneMgr->getRootSceneNode()-  
    >getChildIterator();
     QString _name;
while (it.hasMoreElements())
{
    Ogre::Node* node_ = it.getNext();
    Ogre::String _name=node_->getName();
    QString ssss = QString::fromUtf8(_name.c_str());
    qDebug()<<"Entities are "<<ssss;
    if(ssss=="WheelRightBack_transform2")
    {
        rotateNodeBackWheel_Right =   mSceneMgr->getSceneNode("WheelRightBack_transform2");
        m_RotateWheeel = true;
    }
    if(ssss=="WheelleftBack_transform12")
    {
        rotateNodeBackWheel_Left =   mSceneMgr->getSceneNode("WheelleftBack_transform12");
        m_RotateWheeel = true;
    }
    if(ssss=="Wheel_LeftFront_transform15")
    {
        rotateNodeFrontWheel_Right =   mSceneMgr->getSceneNode("Wheel_LeftFront_transform15");
        turnNodeFrontWheel_Right =   mSceneMgr->getSceneNode("Wheel_LeftFront_transform15");

        m_RotateWheeel = true;
    }
    if(ssss=="WheelRightFront_transform3")
    {
        rotateNodeFrontWheel_Left =   mSceneMgr->getSceneNode("WheelRightFront_transform3");
        turnNodeFrontWheel_Left =   mSceneMgr->getSceneNode("WheelRightFront_transform3");
        m_RotateWheeel = true;
    } 
}

}

Then In framerenderingQueued funciton, I am indefenitely calling a rotate function as below:然后在 framerenderingQueued 函数中,我无限地调用一个旋转函数,如下所示:

bool ogreWindow::frameRenderingQueued(const Ogre::FrameEvent& fe)
{

                  if(m_RotateWheeel)
                          {
                         RotateWheel();
                          }
                      .......
                       .......
 }

Where the rotateWheel() is as below其中rotateWheel()如下

void ogreWindow::RotateWheel()
{


//Working with Euler rotation

//Section 1
if(rotateNodeBackWheel_Left)
    rotateNodeBackWheel_Left->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeBackWheel_Right)
    rotateNodeBackWheel_Right->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeFrontWheel_Left)
    rotateNodeFrontWheel_Left->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);
if(rotateNodeFrontWheel_Right)
    rotateNodeFrontWheel_Right->yaw(Ogre::Radian(0.01),Ogre::Node::TransformSpace::TS_LOCAL);

//Section 2
if(isTurning)
{
    if(rotateNodeFrontWheel_Right)
        rotateNodeFrontWheel_Right->roll(Ogre::Radian(turningRadius),Ogre::Node::TransformSpace::TS_LOCAL);

    if(rotateNodeFrontWheel_Right)
        rotateNodeFrontWheel_Right->roll(Ogre::Radian(turningRadius),Ogre::Node::TransformSpace::TS_LOCAL);
}    

isTurning = false;
}

So the problems I am facing is described below,所以我面临的问题描述如下,

a) When I do section 1 alone, the wheel is rotating smoothly b) When I do section 2 alone, the wheel will be rendered as turned - OK fine c) When I do section 1 and section 2 together, OK it is rendering with the wheel rotating and wheel turned in "turnRadius" degree.(Image attached-A.png) a) 当我单独做第 1 部分时,轮子旋转顺畅 b) 当我单独做第 2 部分时,轮子将呈现为转动 - 好的 c) 当我一起做第 1 部分和第 2 部分时,可以渲染车轮旋转和车轮转动“turnRadius”度。(附图片-A.png) 在此处输入图片说明

d) But If I try to change the value of turnRadius at run time, it is getting crazy. d) 但是如果我尝试在运行时更改 turnRadius 的值,它会变得很疯狂。 在此处输入图片说明

The side view is as below侧视图如下在此处输入图片说明

I am changing the value of turnRadius as below.我正在更改 turnRadius 的值,如下所示。 I call this function from 2 button clicks from UI.我从用户界面的 2 次按钮点击中调用这个函数。

 void ogreWindow::turnFrontWheelLeft(Ogre::Real radius)
{
//turningRadius-=0.1;
turningRadius = -0.1;
isTurning = true;

 }

 void ogreWindow::turnFrontWheelRight(Ogre::Real radius)
 {
  //turningRadius+=0.1;
  turningRadius = 0.1;
  isTurning = true;
 }

I understand the problem is the axis issue.我知道问题是轴问题。 How can I make it perfect?我怎样才能使它完美? I want to do the turn and rotate "rotations" together.我想转弯并一起旋转“旋转”。

It is working now.它现在正在工作。 I created sub-nodes and did the transforms separately.我创建了子节点并分别进行了转换。

http://www.ogre3d.org/forums/viewtopic.php?f=1&t=92364&sid=e21b8189a3defe7ae1c3c4c3b7c4cc57 http://www.ogre3d.org/forums/viewtopic.php?f=1&t=92364&sid=e21b8189a3defe7ae1c3c4c3b7c4cc57

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