[英]How to calculate direction vector from yaw angle?
我有一個問題,我不知道如何繼續使用Java / LWJGL計算方向向量來渲染OpenGL。
我有以下系統:
因此,我正在XZ飛機上行走,現在我想實施/實施WASD運動,它應該與我目前的方向有關。 (W =前進到攝像機視線方向,S =后退等)
我的偏航角定義如下:
現在我只想要一個代表偏航方向的3D矢量,我該怎么做?
我使用以下Java代碼,包括答案,但似乎還有另一個錯誤:
@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,它只是將操作數的值添加到eye
坐標。 我的邏輯是否存在缺陷?
y始終為0
x =罪(偏航)
z = cos(偏航)
旋轉部分比你有點復雜。
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 } };
三者的點積是均勻變換中的3x3旋轉矩陣R的組成部分。 點積的順序很重要,所以要保持一致。
這是我的參考。
最終的4x4矩陣看起來應該是這樣的
T = {{R00,R01,R02,X},{R10,R11,R12,Y},{R20,R21,R22,Z},{0,0,0,1}}
編輯如果您想一次進行一次旋轉,那么另外兩個3x3矩陣將轉到標識,因此您可以在偏航中進行旋轉:
R = yawMat.I.I = yawMat
所以:
R = { { cosZ, -sinZ, 0 }, { sinZ, cosZ , 0 }, {0,0,1 } }
對其他人也一樣。
正如您為了構建轉換矩陣而編寫的那樣,它應該是:
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
);
假設固定旋轉順序x - > y - > z,然后是平移X,Y,Z
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