c – 使用四元数的OpenGL立方体旋转
发布时间:2020-12-16 09:45:58 所属栏目:百科 来源:网络整理
导读:我一直在尝试使用在SDL全屏窗口中运行的OpenGL来旋转立方体.我设法用glRotatef()成功地做到了这一点,但是我经历了“万向节锁”以及与欧拉角相关的其他问题.想要改进我的程序,我研究了四元数.我编写了一个四元数类,遵循 this page上的指示,并尝试使用它来使用
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我一直在尝试使用在SDL全屏窗口中运行的OpenGL来旋转立方体.我设法用glRotatef()成功地做到了这一点,但是我经历了“万向节锁”以及与欧拉角相关的其他问题.想要改进我的程序,我研究了四元数.我编写了一个四元数类,遵循
this page上的指示,并尝试使用它来使用glMultMatrixf()旋转我的立方体,但是当旋转多于1个轴而角度不是90度的倍数时,立方体会变形.我检查了我的四元数到矩阵转换和我的四元数乘法代码,但我找不到任何错误.
这是问题的照片: 这是显示这些立方体的完整程序(需要SDL和OpenGL) //==============================================================================
#include <cmath>
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
namespace game_lib
{
struct vec3
{
vec3() : x(0),y(0),z(0) { }
vec3(float x,float y,float z) : x(x),y(y),z(z) { }
vec3 normalize();
inline float lenSqr() { return x*x + y*y + z*z; }
float len();
inline vec3 operator+(vec3 v) { v.x += x; v.y += y; v.z += z; return v; }
inline vec3 operator-(vec3 v) { v.x = x - v.x; v.y = y - v.y; v.z = z - v.z; return v; }
inline vec3 operator*(float f) { return vec3(f*x,f*y,f*z); }
inline vec3 operator/(float f) { return vec3(x/f,y/f,z/f); }
bool operator==(vec3 v);
float x,y,z;
enum faces { FRONT,BACK,LEFT,RIGHT,TOP,BOTTOM };
};
inline vec3 operator*(float f,vec3 v) { return v*f; }
struct quaternion
{
quaternion() : w(1),x(0),z(0) { }
quaternion(float w,float x,float z) : w(w),x(x),z(z) { }
quaternion(float angle,vec3 axis);
quaternion normalize();
inline float lenSqr() { return w*w + x*x + y*y + z*z; }
float len();
quaternion operator*(quaternion);
float w,x,z;
};
void DrawGLCuboid(vec3 centre,vec3 dimensions,quaternion rotation,const vec3 colours[6]);
}
const int EPSILON = 0.001;
inline bool feq(float f1,float f2)
{
const float diff = f1 - f2;
return (diff > -EPSILON) && (diff < EPSILON);
}
//{=================== vec3 methods =================
game_lib::vec3 game_lib::vec3::normalize()
{
const float lengthSqr = lenSqr();
if (lengthSqr > 1-EPSILON*EPSILON and lengthSqr < 1+EPSILON*EPSILON) // Optimisation to not re-normalize a normalized vector
return *this;
const float length = std::sqrt(lengthSqr);
return game_lib::vec3(x/length,y/length,z/length);
}
float game_lib::vec3::len() { return std::sqrt(lenSqr()); }
bool game_lib::vec3::operator==(vec3 v) { return feq(v.x,x) and feq(v.y,y) and feq(v.z,z); }
//}==================================================
//{================ quaternion methods ==============
game_lib::quaternion::quaternion(float angle,vec3 axis)
{
const vec3 axisN = axis.normalize();
const float sin_a_2 = std::sin(angle*M_PI/360);
w = std::cos(angle*M_PI/360);
x = axisN.x*sin_a_2;
y = axisN.y*sin_a_2;
z = axisN.z*sin_a_2;
}
game_lib::quaternion game_lib::quaternion::normalize()
{
const float lengthSqr = lenSqr();
if (lengthSqr > 1-EPSILON*EPSILON and lengthSqr < 1+EPSILON*EPSILON) // Optimisation to not re-normalize a normalized quaternion
return *this;
const float length = std::sqrt(lengthSqr);
return game_lib::quaternion(w/length,x/length,z/length);
}
float game_lib::quaternion::len() { return std::sqrt(lenSqr()); }
game_lib::quaternion game_lib::quaternion::operator*(game_lib::quaternion q)
{
return game_lib::quaternion(w*q.w - x*q.x - y*q.y - z*q.z,w*q.x + x*q.w + y*q.z - z*q.y,w*q.y - x*q.z + y*q.w + z*q.x,w*q.z + x*q.y - y*q.x + z*q.w);
}
//}==================================================
void game_lib::DrawGLCuboid(vec3 cen,vec3 dim,quaternion rot,const vec3 col[6])
{
glPushMatrix();
glTranslatef(cen.x,cen.y,cen.z);
vec3 dim_2 = 1/2*dim;
const quaternion r_norm = rot.normalize();
// Quaternion to matrix
const float x_x = r_norm.x*r_norm.x,y_y = r_norm.y*r_norm.y,z_z = r_norm.z*r_norm.z;
const float w_x = r_norm.w*r_norm.x,w_y = r_norm.w*r_norm.y,w_z = r_norm.w*r_norm.z;
const float x_y = r_norm.x*r_norm.y,x_z = r_norm.x*r_norm.z,y_z = r_norm.y*r_norm.z;
GLfloat matrix[16];
// Column 1 // Column 2 // Column 3 // Column 4
matrix[0] = 1-2*(y_y+z_z); matrix[4] = 2*(x_y-w_z); matrix[8] = 2*(x_z+w_y); matrix[12] = 0;
matrix[1] = 2*(x_y+w_z); matrix[5] = 1-2*(x_x+z_z); matrix[9] = 2*(y_z+w_x); matrix[13] = 0;
matrix[2] = 2*(x_z-w_y); matrix[6] = 2*(y_z-w_x); matrix[10] = 1-2*(x_x+y_y); matrix[14] = 0;
matrix[3] = 0; matrix[7] = 0; matrix[11] = 0; matrix[15] = 1;
/* From http://www.cprogramming.com/tutorial/3d/quaternions.html
1-2y2-2z2 2xy-2wz 2xz+2wy 0
2xy+2wz 1-2x2-2z2 2yz+2wx 0
2xz-2wy 2yz-2wx 1-2x2-2y2 0
0 0 0 1
*/
glMultMatrixf(matrix);
glBegin(GL_QUADS);
int i = vec3::FRONT;
glColor3f(col[i].x,col[i].y,col[i].z);
glVertex3f(-1,1,1);
glVertex3f(1,-1,1);
glVertex3f(-1,1);
i = vec3::BACK;
glColor3f(col[i].x,-1);
glVertex3f(1,-1);
glVertex3f(-1,-1);
i = vec3::LEFT;
glColor3f(col[i].x,-1);
i = vec3::RIGHT;
glColor3f(col[i].x,col[i].z);
glVertex3f(1,-1);
i = vec3::BOTTOM;
glColor3f(col[i].x,-1);
i = vec3::TOP;
glColor3f(col[i].x,-1);
glColor3f(1,1);
// Following three quads are axes to help determine rotational correctness...
// x-axis
glVertex3f(-2,0.05,0.05);
glVertex3f(2,-0.05,-0.05);
glVertex3f(-2,-0.05);
// y-axis
glVertex3f(0.05,-2,0.05);
glVertex3f(0.05,2,0.05);
glVertex3f(-0.05,-0.05);
glVertex3f(-0.05,-0.05);
// z-axis
glVertex3f(0.05,-2);
glVertex3f(0.05,2);
glVertex3f(-0.05,-2);
glEnd();
glPopMatrix();
}
using namespace game_lib;
struct SDL_Surface;
union SDL_Event;
class CApp {
private:
bool m_running,m_init;
SDL_Surface* m_screen;
float depth;
public:
CApp();
~CApp();
bool init();
int execute();
void cleanup();
private:
//void processEvent(SDL_Event* Event); // Usually I have this,but it's big and irrelevant (
void render();
};
//==============================================================================
CApp::CApp()
: m_running(true),m_init(false),m_screen(NULL),depth(-6) { }
CApp::~CApp()
{
if (m_init) cleanup();
}
//------------------------------------------------------------------------------
bool CApp::init()
{
if(SDL_Init(SDL_INIT_EVERYTHING) < 0)
return false;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,2);
const SDL_VideoInfo* inf = SDL_GetVideoInfo();
if((m_screen = SDL_SetVideoMode(inf->current_w,inf->current_h,SDL_OPENGL | SDL_FULLSCREEN)) == NULL)
return false;
glClearColor(0,0);
glClearDepth(1);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glViewport(0,inf->current_w,inf->current_h);
glMatrixMode(GL_PROJECTION); // Camera space
glLoadIdentity();
gluPerspective(45.0f,1024.0f/600.0f,0.1f,100.0f);
glEnable(GL_TEXTURE_2D);
glMatrixMode(GL_MODELVIEW); // Model space
glLoadIdentity();
m_init = true;
return true;
}
int CApp::execute()
{
if(init() == false)
return -1;
SDL_Event event;
while(m_running)
{
//while(SDL_PollEvent(&event))
// process events removed to save space
render();
SDL_Delay(10);
}
cleanup();
return 0;
}
void CApp::cleanup()
{
if (m_screen)
{
SDL_FreeSurface(m_screen);
m_screen = NULL;
}
SDL_Quit();
m_init = false;
}
void CApp::render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f,0.0f,depth);
//glRotatef(63,0); // How I used to do rotation
//glRotatef(47,0);
const vec3 c1colours[] = {vec3(1,0),vec3(0,vec3(1,0.2,1),0.5,1)};
const vec3 c2colours[] = {vec3(1,vec3(0.5,0)};
// New rotation method,but doesn't work...
const quaternion c1Rotation = quaternion(63,0)) * quaternion(47,0));
DrawGLCuboid(vec3(-2,-2),vec3(2,2),c1Rotation,c1colours);
DrawGLCuboid(vec3(2.5,0.3,-1.2),quaternion(72,1)),c2colours);
SDL_GL_SwapBuffers();
}
int main(int argc,char* argv[])
{
CApp theApp;
return theApp.execute();
}
解决方法
如前所述,你可能最好使用已经为你做数学的库.
这里的问题是你在矩阵[6]和矩阵[9]上交换了w_x的符号. 相关的行应该如此阅读: matrix[1] = 2*(x_y+w_z); matrix[5] = 1-2*(x_x+z_z); matrix[9] = 2*(y_z-w_x); matrix[13] = 0; matrix[2] = 2*(x_z-w_y); matrix[6] = 2*(y_z+w_x); matrix[10] = 1-2*(x_x+y_y); matrix[14] = 0; (编辑:李大同) 【声明】本站内容均来自网络,其相关言论仅代表作者个人观点,不代表本站立场。若无意侵犯到您的权利,请及时与联系站长删除相关内容! |
