问题
I have an issue on where I do not know how to proceed on calculating a direction vector using Java/LWJGL to renderin OpenGL.
I have the following system:
- +X goes to the right of the screen
- +Z goes into my screen
- +Y goes to the top of the screen (altitude)
Therefore I am walking on the XZ plane, now I want to implement/have implemented WASD movement, and it should be related to the current direction I am going. (W = forward to camera look direction, S = backward, etc.)
I have a yaw angle that is defined as follows:
- 0 degrees if going straight forward
- 90 degrees if going to the right
- 180 degrees if turning back
- 270 degrees if going to the left
Now I simply want a 3D vector representing the direction of the yaw, how would I do that?
I am using the following Java code, with the answer included, however it seems there is another bug:
@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();
}
and
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();
}
}
and
private void updateView() {
viewMatrix.identity().fpsView(eye, roll, yaw, pitch);
Uniforms.setUniformMatrix4(UNIFORM_VIEW_MATRIX, false, viewMatrix);
}
and subsequently
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);
}
Somehow the eye.updateTranslate()
is not working, which merely adds the values of the operand to the eye
coordinate. Is any of my logic flawed there?
回答1:
The rotation portion is a bit more complicated than you have it.
R = yawMat.pitchMat.rollMat
where:
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 } };
The dot product of the three is what makes up your 3x3 rotation matrix R inside the homogeneous transform. Order of the dot product does matter so keep it consistent.
Here is my reference.
Final 4x4 matrix should look like
T = {{R00,R01,R02,X},{R10,R11,R12,Y},{R20,R21,R22,Z},{0,0,0,1}}
Edit If you want to do one rotation at a time then the other two 3x3 matrices go to the identity so you would have for instance just a rotation in the yaw:
R = yawMat.I.I = yawMat
So:
R = { { cosZ, -sinZ, 0 }, { sinZ, cosZ , 0 }, {0,0,1 } }
Likewise for the others.
As you have it written in order to build your transformation matrix it should be:
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
);
Assuming fixed rotation order x -> y -> z followed by the translation X,Y,Z
回答2:
y is always 0
x=sin (yaw)
z=cos (yaw)
来源:https://stackoverflow.com/questions/21239386/how-to-calculate-direction-vector-from-yaw-angle