过去几天我一直在乱用OpenGL和JBullet。经过大量的修补,我终于设法修复了JBullet中的一些错误,并使其可用于一些演示。我目前遇到的问题是我无法将翻译转换为Degrees,到目前为止,我已经使用以下代码对Quaternions,Radians进行了最佳结果:
public Vector3f getRadians(Quat4f quat) {
Vector3f v = new Vector3f();
//float scale = (float) Math.abs(quat.x * quat.y * quat.z); //Apparently the scale of the angle, thought without I get a almost perfect result on the X-Axis
float angle = (float) Math.abs(Math.acos(quat.w)) * 2.0f;
v.x = angle * Math.round(quat.x);
v.y = angle * Math.round(quat.y);
v.z = angle * Math.round(quat.z);
return v;
}
值得注意的是,我唯一的成功将是四元数的X轴,并且在任何其他轴上都没有翻译。更不用说它在0-6度之间。
答案 0 :(得分:1)
我真的不确定这是你想要的,但是来自glm :: gtx :: quaternion:
inline valType roll
(
detail::tquat<valType> const & q
)
{
return atan2(valType(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z);
}
template <typename valType>
inline valType pitch
(
detail::tquat<valType> const & q
)
{
return atan2(valType(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z);
}
template <typename valType>
inline valType yaw
(
detail::tquat<valType> const & q
)
{
return asin(valType(-2) * (q.x * q.z - q.w * q.y));
}
所以,以更易读的形式:
float roll = atan2(valType(2) * (q.x * q.y + q.w * q.z), q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z);
float pitch = atan2(valType(2) * (q.y * q.z + q.w * q.x), q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z);
float yaw = asin(valType(-2) * (q.x * q.z - q.w * q.y));
vec3 EulerAngles = vec3(pitch, yaw, roll);