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c++ - 旋转矩阵到四元数(和返回)有什么问题?

转载 作者:搜寻专家 更新时间:2023-10-31 02:22:12 27 4
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我复制了一个代码,用于将 3D 旋转矩阵转换为四元数并返回。 jMonkey 中使用了相同的代码(我只是将它重写到我的 C++ 类中)。但是,它无法正常工作(至少不像我预期的那样。)

例如我做了这个测试:

matrix (a,b,c):  
a : 0.707107 0.000000 0.707107
b : 0.000000 -1.000000 0.000000
c : -0.707107 0.000000 0.707107

>>> ortonormality:
a.a b.b c.c 1.000000 1.000000 1.000000
a.b a.c b.c 0.000000 0.000000 0.000000

>>> matrix -> quat
quat: 0.000000 0.594604 0.000000 0.594604 norm(quat) 0.707107

>>> quat -> matrix
matrix (a,b,c):
a: 0.000000 0.000000 1.000000
b: 0.000000 1.000000 0.000000
c: -1.000000 0.000000 0.000000

我认为问题出在 matrix -> quat 因为我之前使用过quat -> matrix 过程,而且它工作正常.此外,奇怪的是,由正交矩阵构成的四元数不是幺正的

matrix -> quat 过程

inline void fromMatrix( TYPE m00, TYPE m01, TYPE m02,    TYPE m10, TYPE m11, TYPE m12,        TYPE m20, TYPE m21, TYPE m22) {
// Use the Graphics Gems code, from
// ftp://ftp.cis.upenn.edu/pub/graphics/shoemake/quatut.ps.Z
TYPE t = m00 + m11 + m22;
// we protect the division by s by ensuring that s>=1
if (t >= 0) { // by w
TYPE s = sqrt(t + 1);
w = 0.5 * s;
s = 0.5 / s;
x = (m21 - m12) * s;
y = (m02 - m20) * s;
z = (m10 - m01) * s;
} else if ((m00 > m11) && (m00 > m22)) { // by x
TYPE s = sqrt(1 + m00 - m11 - m22);
x = s * 0.5;
s = 0.5 / s;
y = (m10 + m01) * s;
z = (m02 + m20) * s;
w = (m21 - m12) * s;
} else if (m11 > m22) { // by y
TYPE s = sqrt(1 + m11 - m00 - m22);
y = s * 0.5;
s = 0.5 / s;
x = (m10 + m01) * s;
z = (m21 + m12) * s;
w = (m02 - m20) * s;
} else { // by z
TYPE s = sqrt(1 + m22 - m00 - m11);
z = s * 0.5;
s = 0.5 / s;
x = (m02 + m20) * s;
y = (m21 + m12) * s;
w = (m10 - m01) * s;
}
}

quat -> matrix 过程

inline void toMatrix( MAT& result) const {
TYPE r2 = w*w + x*x + y*y + z*z;
//TYPE s = (r2 > 0) ? 2d / r2 : 0;
TYPE s = 2 / r2;
// compute xs/ys/zs first to save 6 multiplications, since xs/ys/zs
// will be used 2-4 times each.
TYPE xs = x * s; TYPE ys = y * s; TYPE zs = z * s;
TYPE xx = x * xs; TYPE xy = x * ys; TYPE xz = x * zs;
TYPE xw = w * xs; TYPE yy = y * ys; TYPE yz = y * zs;
TYPE yw = w * ys; TYPE zz = z * zs; TYPE zw = w * zs;
// using s=2/norm (instead of 1/norm) saves 9 multiplications by 2 here
result.xx = 1 - (yy + zz);
result.xy = (xy - zw);
result.xz = (xz + yw);
result.yx = (xy + zw);
result.yy = 1 - (xx + zz);
result.yz = (yz - xw);
result.zx = (xz - yw);
result.zy = (yz + xw);
result.zz = 1 - (xx + yy);
};

抱歉 TYPE, VEC, MAT, QUAT 它是类 templtes 的一部分...应该替换为 double, Vec3d, Mat3d, Quat3d float 、Vec3f、Mat3f、Quat3f

编辑:

我还检查了我是否直接使用 jMonkey 获得相同的行为(以防我在 Java 到 C++ 的转换中出现错误)。我这样做 - 使用此代码:

    Matrix3f Min  = new Matrix3f( 0.707107f, 0.000000f, 0.707107f, 0.000000f, -1.000000f, 0.000000f, -0.707107f,  0.000000f,  0.707107f  );
Matrix3f Mout = new Matrix3f( );
Quaternion q = new Quaternion();
q.fromRotationMatrix(Min);
System.out.println( q.getX()+" "+q.getY()+" "+q.getZ()+" "+q.getW() );
q.toRotationMatrix(Mout);
System.out.println( Mout.get(0,0) +" "+Mout.get(0,1)+" "+Mout.get(0,2) );
System.out.println( Mout.get(1,0) +" "+Mout.get(1,1)+" "+Mout.get(1,2) );
System.out.println( Mout.get(2,0) +" "+Mout.get(2,1)+" "+Mout.get(2,2) );

最佳答案

你的矩阵:

matrix (a,b,c):  
a : 0.707107 0.000000 0.707107
b : 0.000000 -1.000000 0.000000
c : -0.707107 0.000000 0.707107

是正交的,但它不是旋转矩阵。旋转矩阵的行列式为 1;您的矩阵具有行列式 -1,因此是 improper rotation .

认为您的代码可能是正确的,问题出在您的数据中。尝试使用真实的旋转矩阵。

关于c++ - 旋转矩阵到四元数(和返回)有什么问题?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/30562692/

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