在我的渲染器中,我有:
private float[] MATRIX_VIEW = new float[16];
private float[] MATRIX_PROJECTION = new float[16];
private float[] MATRIX_VP = new float[16];
“onSurfaceChanged”中的:
...
//Set projection
Matrix.orthoM(
MATRIX_PROJECTION,0,
-hDim,hDim,
-vDim,vDim,
1,100
);
//Set View
Matrix.setLookAtM(
MATRIX_VIEW,0,
cameraPosition[0],
cameraPosition[1],
cameraPosition[2],
cameraFacing[0],
cameraFacing[1],
cameraFacing[2],
cameraHook[0],
cameraHook[1],
cameraHOOK[2]
);
//SetView*Projection
Matrix.multiplyMM(
MATRIX_VP,0,
MATRIX_PROJECTION,0,
MATRIX_VIEW,0
);
...
我有很多一种形状的克隆,
所以我写了“ShapeSet_Set”类:
...
private float[] MATRIX_ORIGIN = new float[16];
private float[] MATRIX_VPO = new float[16];
private float[] MATRIX_SCALE = new float[16];
...
/*
origin matrix is group of all shapes center position
scale matrix represents zoom
*/
和“ShapeSet_Element”:
...
private float[] MATRIX_POSITION = new float[16];
private float[] MATRIX_ROTATION = new float[16];
private float[] MATRIX_ALL = new float[16];
...
/*
position matrix is position of shape relative to origin position
rotation matrix is shape rotation arond its center
all matrix is matrix which will be passed to shader
*/
在“DrawFrame”的渲染器中,ShapeSet_Set的“onDrawFrame”被篡改。 它计算View * Projection * Origin矩阵:
...
Matrix.multiplyMM(
MATRIX_VPO,0,
RENDERER.getVPMatrix(),0,
MATRIX_ORIGIN,0
);
...
并调用每个ShapeSet_Element的“onDrawFrame”,其中包含:
...
//Get View*Projection*Origin matrix
System.arraycopy(
SET.getVPOMatrix(),0,
MATRIX_ALL,0,
16
);
//Apply zoom
Matrix.multiplyMM(
MATRIX_ALL,0,
MATRIX_ALL,0,
SET.getScaleMatrix(),0
);
//Apply element's position
Matrix.multiplyMM(
MATRIX_ALL,0,
MATRIX_ALL,0,
MATRIX_POSITION,0
);
//Apply element's rotation
Matrix.multiplyMM(
MATRIX_ALL,0,
MATRIX_ALL,0,
MATRIX_ROTATION,0
);
...
一切正常,直到我申请轮换。 这是设置元素旋转的方法:
public void setRotation(float xDeg,float yDeg,float zDeg)
{
//Set new rotation values to open up actual values
rotation_X = xDeg;
rotation_Y = yDeg;
rotation_Z = zDeg;
//Set new rotation matrix
Matrix.setIdentityM(MATRIX_ROTATION,0);
//Rotate around x axis
Matrix.rotateM(
MATRIX_ROTATION,0,
rotation_X,0,
1,0,0
);
//Rotate around y axis
Matrix.rotateM(
MATRIX_ROTATION,0,
-rotation_Y,0,
0,1,0
);
//Rotate around z axis
Matrix.rotateM(
MATRIX_ROTATION,0,
rotation_Z,0,
0,0,-1
);
}
当元素围绕x或y轴旋转时,它工作正常,但...... 当围绕z轴旋转时,元素的高度(原始y维度)几何减小 旋转90度时最大为0,旋转180度时放大到原始值。
有谁知道,这可能是什么原因?
如果通过错误的矩阵乘法或错误的旋转矩阵设置完成,我无法解决。
答案 0 :(得分:0)
可以避免没有像http://tutorialrandom.blogspot.com/2012/08/how-to-rotate-in-3d-using-opengl-proper.html
这样的四元数的万向节锁定听起来你的模型视图矩阵中的某些内容出错了,尝试像上面的链接一样进行旋转,它可以解决你的问题