将偏航、俯仰和滚转转换为世界坐标中的 x,y,z 向量 [英] Convert yaw, pitch AND roll to x,y,z vector in world coordinates
问题描述
我正在 OpenGL (java LWGJL) 中处理一些简单的 3d 图形,并且我试图弄清楚如何将偏航、俯仰和滚转转换为我的运动向量的 x、y 和 z 分量.我知道如何只用俯仰和偏航来做到这一点(如此处所述),但我没有找到任何解释如何将滚动整合到这个公式中.
I'm working on some simple 3d graphics in OpenGL (java LWGJL), and I'm trying to figure out how to convert yaw, pitch and roll to the x, y and z components of my movement Vector. I know how to do this with just pitch and yaw (as explained here), but I haven't found anything the explains how to integrate roll into this formula.
我知道在 3d 空间中定义向量只需要偏航和俯仰,但在这种情况下我还需要滚转.在基本 WASD 配置中,我将键绑定到相对于相机的不同运动(A 是本地左,W 是本地向前,SPACE 是本地向上),因此滚动会影响相机的移动方式(例如,按 D 和 pi/2(默认值)滚动使相机向右移动(在世界坐标中),但按 D 用一卷 pi 将相机以世界坐标向上移动)).
I am aware that yaw and pitch are all that is needed to define a vector in 3d space, but I also need roll in this instance. I have keys bound to different movements relative to the camera in a basic WASD configuration (A is local left, W is local forward, SPACE is local up), so the roll affects how the camera moves (eg pressing D with a roll of pi/2 (the default) moves the camera right (in world coords), but pressing D with a roll of pi moves the camera up in world coords)).
这是我目前的代码:
//b = back
//f = forward
//r = right
//l = left
//u = up
//d = down
private void move()
{
double dX = 0, dY = 0, dZ = 0;
if (f ^ b)
{
dZ += cos(yaw) * cos(pitch) * (b ? 1 : -1);
dX += sin(yaw) * cos(pitch) * (b ? 1 : -1);
dY += -sin(pitch) * (b ? 1 : -1);
}
if (l ^ r)
{
dZ += sin(yaw) * sin(roll) * (l ? 1 : -1);
dX += cos(yaw) * - sin(roll) * (l ? 1 : -1);
dY += cos(roll) * (l ? 1 : -1);
}
if (u ^ d) //this part is particularly screwed up
{
dZ += sin(pitch) * sin(roll) * (u ? 1 : -1);
dX += cos(roll) * (u ? 1 : -1);
dY += cos(pitch) * sin(roll) * (u ? 1 : -1);
}
motion.x = (float) dX;
motion.y = (float) dY;
motion.z = (float) dZ;
if (motion.length() != 0)
{
motion.normalise();
motion.scale(2);
}
x += motion.x;
y += motion.y;
z += motion.z;
这适用于几次旋转,但对于许多旋转会产生不正确的结果.
This works for a few rotations, but for many it produces incorrect results.
所以问题是:
我如何修改我的代码,以便它根据我想要的方向(按下什么键)成功计算我的运动矢量的 x、y 和 z 分量,并考虑到我的偏航、俯仰、和滚动?
How do I modify my code such that it successfully calculates the x, y, and z components of my motion vector based upon my desired direction (what key is pressed), accounting for my yaw, pitch, AND roll?
我可以使用原始触发(正如我正在尝试做的那样)、涉及矩阵的解决方案或几乎任何东西.
I'm fine with using raw trig (as I am attempting to do), a solution involving matrices, or pretty much anything.
请不要仅仅通过链接到关于欧拉角的维基百科文章来回答.我读过它,但我没有足够强大的数学背景,无法理解如何将其应用于我的情况.
Please don't answer by just linking to the Wikipedia article on Euler Angles. I've read it and I don't have a strong enough background in math to understand how to apply it to my situation.
编辑#2:
我只使用欧拉角来存储我在重新定向相机之间的方向.对于实际的相机操作,我使用旋转矩阵.如果需要,我可以去掉欧拉角,只使用矩阵.重要的是我可以将我的方向转换为向量.
I'm only using Euler angles to store my orientation in between re-orienting the camera. For the actual camera manipulations, I use rotational matrices. If needed, I can drop the euler angles and just use a matrix. All that matters is that I can convert from my orientation to a vector.
编辑 #3:
通过将我的前向向量乘以我的旋转矩阵找到了一个解决方案,如评论:
Found a solution by multiplying my forward vector by my rotation matrix as described in the comments:
//b = back
//f = forward
//r = right
//l = left
//u = up
//d = down
private Vector3f motion;
protected void calcMotion()
{
//1 for positive motion along the axis, -1 for negative motion, 0 for no motion
motion.x = r&&!l ? -1 : l ? 1 : 0;
motion.y = u&&!d ? 1 : d ? -1 : 0;
motion.z = f&&!b ? 1 : b ? -1 : 0;
if (motion.length() == 0)
{
return;
}
motion.normalise();
//transform.getRotation() returns a Matrix3f containing the current orientation
Matrix3f.transform(transform.getRotation(), motion, motion);
}
仍然遇到这个的问题.
推荐答案
我不认为你会找到一个纯粹的答案.无论如何,这不是一个优雅的.
I don't think you're going to find an answer that's pure trig. Not an elegant one, anyway.
欧拉角(俯仰/偏航/滚动)不是这项工作的正确工具.万向节锁会是一个问题,以及操作顺序的模糊性.
Euler angles(Pitch/Yaw/Roll) are not the right tool for this job. Gimble-lock will be a problem, as well as the ambiguity of the order of operations.
我建议将对象的当前旋转状态存储在矩阵或四元数中.仅对相对较小的增量使用欧拉角.
I suggest storing your objects' current rotational state in either a Matrix or a Quaternion. Only use Euler angles for relatively small deltas.
这篇关于将偏航、俯仰和滚转转换为世界坐标中的 x,y,z 向量的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!