我已经设置了旋转矩阵,并且看起来工作良好,但是当我围绕旋转点旋转局部点时,我无法获得正确的最终结果。我的代码:
glm::mat4 clsBone::Rotate( float a_Pitch, float a_Yaw, float a_Roll )
{
glm::mat4 l_M = m_MatrixHandler->GetRotationMatrix( );
OutputDebugStringA( ( "Old Rotation Matrix: \n" +
std::to_string( l_M[ 0 ][ 0 ] ) + ", " + std::to_string( l_M[ 0 ][ 1 ] ) + ", " + std::to_string( l_M[ 0 ][ 2 ] ) + ", " + std::to_string( l_M[ 0 ][ 3 ] ) + "\n" +
std::to_string( l_M[ 1 ][ 0 ] ) + ", " + std::to_string( l_M[ 1 ][ 1 ] ) + ", " + std::to_string( l_M[ 1 ][ 2 ] ) + ", " + std::to_string( l_M[ 1 ][ 3 ] ) + "\n" +
std::to_string( l_M[ 2 ][ 0 ] ) + ", " + std::to_string( l_M[ 2 ][ 1 ] ) + ", " + std::to_string( l_M[ 2 ][ 2 ] ) + ", " + std::to_string( l_M[ 2 ][ 3 ] ) + "\n" +
std::to_string( l_M[ 3 ][ 0 ] ) + ", " + std::to_string( l_M[ 3 ][ 1 ] ) + ", " + std::to_string( l_M[ 3 ][ 2 ] ) + ", " + std::to_string( l_M[ 3 ][ 3 ] ) + "\n" ).c_str( ) );
glm::mat4 l_RotMatrix = m_MatrixHandler->Rotate( a_Pitch, a_Yaw, a_Roll );
l_M = l_RotMatrix;
OutputDebugStringA( ( "New Rotation Matrix: \n" +
std::to_string( l_M[ 0 ][ 0 ] ) + ", " + std::to_string( l_M[ 0 ][ 1 ] ) + ", " + std::to_string( l_M[ 0 ][ 2 ] ) + ", " + std::to_string( l_M[ 0 ][ 3 ] ) + "\n" +
std::to_string( l_M[ 1 ][ 0 ] ) + ", " + std::to_string( l_M[ 1 ][ 1 ] ) + ", " + std::to_string( l_M[ 1 ][ 2 ] ) + ", " + std::to_string( l_M[ 1 ][ 3 ] ) + "\n" +
std::to_string( l_M[ 2 ][ 0 ] ) + ", " + std::to_string( l_M[ 2 ][ 1 ] ) + ", " + std::to_string( l_M[ 2 ][ 2 ] ) + ", " + std::to_string( l_M[ 2 ][ 3 ] ) + "\n" +
std::to_string( l_M[ 3 ][ 0 ] ) + ", " + std::to_string( l_M[ 3 ][ 1 ] ) + ", " + std::to_string( l_M[ 3 ][ 2 ] ) + ", " + std::to_string( l_M[ 3 ][ 3 ] ) + "\n" ).c_str( ) );
glm::vec4 l_LocalPos = glm::vec4( m_EndJoint->m_Position - m_StartJoint->m_Position, 1 );
OutputDebugStringA( ( "Old Local Pos: " + std::to_string( l_LocalPos.x ) + ", " + std::to_string( l_LocalPos.y ) + ", " + std::to_string( l_LocalPos.z ) + "\n" ).c_str( ) );
glm::vec4 l_NewLocalPos = l_LocalPos * l_RotMatrix;
OutputDebugStringA( ( "New Local Pos: " + std::to_string( l_NewLocalPos.x ) + ", " + std::to_string( l_NewLocalPos.y ) + ", " + std::to_string( l_NewLocalPos.z ) + "\n" ).c_str( ) );
return l_RotMatrix;
}
glm::mat4 clsMatrixHandler::Rotate( float a_Pitch, float a_Yaw, float a_Roll )
{
glm::mat4 l_Rotx;
glm::mat4 l_Roty;
glm::mat4 l_Rotz;
PitchYawRollToXYZMatrices( a_Pitch, a_Yaw, a_Roll, l_Rotx, l_Roty, l_Rotz );
m_PitchYawRolls.push_back( glm::vec3( a_Pitch, a_Yaw, a_Roll ) );
glm::mat4 l_RotationMatrix = l_Rotx * l_Roty * l_Rotz;
m_RotationMatrix *= l_RotationMatrix;
m_TransformMatrix = m_RotationMatrix * m_TranslationMatrix;
return m_RotationMatrix;
}
结果:
Old Rotation Matrix:
1.000000, 0.000000, 0.000000, 0.000000
0.000000, -0.000000, 1.000000, 0.000000
0.000000, -1.000000, -0.000000, 0.000000
0.000000, 0.000000, 0.000000, 1.000000
New Rotation Matrix:
0.707107, 0.707107, 0.000000, 0.000000
0.000000, -0.000000, 1.000000, 0.000000
0.707107, -0.707107, -0.000000, 0.000000
0.000000, 0.000000, 0.000000, 1.000000
Old Local Pos: 0.000000, -40.000000, -0.000002
New Local Pos: -28.284271, 0.000000, 28.284271
当旋转矩阵沿其局部y轴(世界z轴)旋转45度时,新的局部位置如何向对角线方向旋转90度?
答案 0 :(得分:0)
所以看来我在这里弄错了。我正在将本地位置与旋转矩阵相乘,但我应该以另一种方式相乘:
glm::vec4 l_NewLocalPos = l_RotMatrix * l_LocalPos;
这将输出:
Old Rotation Matrix:
1.000000, 0.000000, 0.000000, 0.000000
0.000000, -0.000000, 1.000000, 0.000000
0.000000, -1.000000, -0.000000, 0.000000
0.000000, 0.000000, 0.000000, 1.000000
New Rotation Matrix:
0.707107, 0.707107, 0.000000, 0.000000
0.000000, -0.000000, 1.000000, 0.000000
0.707107, -0.707107, -0.000000, 0.000000
0.000000, 0.000000, 0.000000, 1.000000
Old Local Pos: 0.000000, -40.000000, -0.000002
New Local Pos: 0.000000, 0.000000, -40.000000
有道理: 从恒等旋转矩阵中,我首先向下倾斜,它将局部点从(0,-40,0)移至(0,0,-40),然后偏航45度,但是由于局部点位于偏航旋转轴(局部y轴,世界z轴),该点将不会移动。