从四元数到 OpenGL 旋转
我有一个要通过按键旋转的对象.物体应该偏航、俯仰和滚动.尝试了很多之后,我发现 glRotate
有它的局限性,用那个函数不可能实现类似的东西.
I have an object which I want to rotate via keys. The object should yaw, pitch and roll. After trying a lot, I figured out that glRotate
has its limitations and it won't be possible to implement something like that with that function.
我研究了一下,发现了基于四元数的旋转.也可以通过旋转矩阵进行旋转,但几乎每个人都将四元数描述为有史以来最好的.
I've researched a bit and found out about quaternion-based rotation. It would be also possible to rotate via a rotation matrix, but almost everyone describes the quaternions as the best ever.
我已经阅读了四元数并且对它们相当了解,但是如何在我的 OpenGL 程序中实现它们仍然是一个谜.有谁知道一个小例子?不是如何实现四元数类,而是如何使用它.我不知道如何把这些东西放在一起.
I have read about the quaternions and understood them fairly well, but how to implement them in my OpenGL program is still a mystery. Does anyone know a small example? Not how to implement the quaternion class but how to use it. I don't get how to put the things together.
推荐答案
最重要的是实现从四元数构建旋转矩阵的方法.然后,就像使用普通旋转矩阵一样,只需将其与模型视图矩阵相乘即可??.
The most important is to implement method that will build rotation matrices from quaternion. Then, as you'll do with normal rotation matrix, just multiply it with your modelview matrix.
这是一个简单的例子,用于通过鼠标移动来旋转立方体.如您所见,我需要实现三种方法:toMatrix
、quaternionFromAxis
、multiplyWith
.假设您了解四元数,这应该很清楚它们的作用.
This is simple example that was used to rotate cube with mouse movement. As you see I've needed to implement three methods: toMatrix
, quaternionFromAxis
, multiplyWith
. Assuming that you understand quaternions, this should be clear what they do.
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glPushMatrix();
// Multiply quaternion with current modelview matrix
glMultMatrixf(cameraQuaternion.toMatrix());
// Some other transformations
glTranslatef(-0.5f, -0.5f, -0.5f);
// Draw something, i.e. cube
glDrawArrays(GL_TRIANGLES, 0, 36);
glDrawArrays(GL_TRIANGLES, 0, 36);
glPopMatrix();
}
void mouseMoved(float dx, float dy) {
float axisY[] = { 0, 1, 0 },
axisX[] = { 1, 0, 0 };
float sensitivity = 0.005f;
Quaternion *q1 = Quaternion.quaternionFromAxis(axisY, dx * sensitivity];
Quaternion *q2 = Quaternion.quaternionFromAxis(axisX, dy * sensitivity];
// Multiply two quaternions with camera
cameraQuaternion = (q1.multiplyWith(q2)).multiplyWith(cameraQuaternion);
}
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