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java - 为什么我的旋转矩阵会产生额外的平移?

转载 作者:太空宇宙 更新时间:2023-11-04 12:32:08 25 4
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几周前,我决定制作自己的简单 3D 游戏引擎。我在网上学习了一些教程,也看了很多视频,到目前为止,我已经得到了相当不错的引擎。但我有一个问题。当我旋转或缩放对象时,它的中心似乎是屏幕的左上角而不是其真正的中心。例如,当我旋转一个对象时,它会围绕屏幕的左边缘旋转,而当我缩放它时,它会向屏幕的一角或远离屏幕的一角缩放。这是我的代码:

网格类

package com.cub.cubefront.mesh;

import com.cub.cubefront.math.Matrix4f;
import com.cub.cubefront.math.Vector3f;

public class Mesh {

private Vector3f[] verts;
private Vector3f center;

private double rotX = 0;
private double rotY = 0;
private double rotZ = 0;

private double scaleX = 1;
private double scaleY = 1;
private double scaleZ = 1;

private double translateX = 0;
private double translateY = 0;
private double translateZ = 0;

public Mesh(int arg0) {
verts = new Vector3f[arg0];
}

public Vector3f getVertexAt(int arg0) {
return verts[arg0 - 1];
}

public Vector3f[] getVerticies() {
return verts;
}

public int getVerticiesCount() {
return verts.length;
}

public void setVertexAt(int arg0, Vector3f arg1) {
verts[arg0 - 1] = arg1;
}

public void setRotationPoint(Vector3f arg0) {
this.center = arg0;
}

public Vector3f getRotationPoint() {
return center;
}

public Vector3f getCenter() {
int arg0 = verts.length;
double centerX = 0;
double centerY = 0;
double centerZ = 0;
for (int i = 0; i < arg0; i++) {
centerX += verts[i].getX();
centerY += verts[i].getY();
centerZ += verts[i].getZ();
}
return new Vector3f((float)(centerX / arg0), (float)(centerY / arg0), (float)(centerZ / arg0));
}

public void rotateX(double arg0) {
this.rotX += Math.toRadians(arg0);
}

public void setRotationX(double arg0) {
this.rotX = Math.toRadians(arg0);
}

public Matrix4f getXRotationAsMatrix() {
return new Matrix4f(new double[][] { // YZ rotation matrix (X)
{ 1, 0, 0, 0 },
{ 0, Math.cos(rotX), Math.sin(rotX), 0 },
{ 0, -Math.sin(rotX), Math.cos(rotX), 0 },
{ 0, 0, 0, 1 }
});
}

public Matrix4f getZRotationAsMatrix() {
return new Matrix4f(new double[][] { // XY rotation matrix (Z)
{ Math.cos(rotZ), -Math.sin(rotZ), 0, 0 },
{ Math.sin(rotZ), Math.cos(rotZ), 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 }
});
}

public void rotateY(double arg0) {
this.rotY += Math.toRadians(arg0);
}

public void setRotationY(double arg0) {
this.rotY = Math.toRadians(arg0);
}

public Matrix4f getYRotationAsMatrix() {
return new Matrix4f(new double[][] { // XZ rotation matrix (Y)
{ Math.cos(rotY), 0, Math.sin(rotY), 0 },
{ 0, 1, 0, 0 },
{ -Math.sin(rotY), 0, Math.cos(rotY), 0},
{ 0, 0, 0, 1 }
});
}

public void setRotationZ(double arg0) {
this.rotZ = Math.toRadians(arg0);
}

public void rotateZ(double arg0) {
this.rotZ += Math.toRadians(arg0);
}

public Matrix4f getRotation() {
return getZRotationAsMatrix().multiply(getXRotationAsMatrix()).multiply(getYRotationAsMatrix());
}

public void setScaleX(double arg0) {
this.scaleX = arg0;
}

public void scaleX(double arg0) {
this.scaleX += arg0;
}

public double getScaleX() {
return scaleX;
}

public void setScaleY(double arg0) {
this.scaleY = arg0;
}

public void scaleY(double arg0) {
this.scaleY += arg0;
}

public double getScaleY() {
return scaleY;
}

public void setScaleZ(double arg0) {
this.scaleZ = arg0;
}

public void scaleZ(double arg0) {
this.scaleZ += arg0;
}

public double getScaleZ() {
return scaleZ;
}

public void setScale(double arg0) {
setScaleX(arg0);
setScaleY(arg0);
setScaleZ(arg0);
}

public void setScale(double[][] arg0) {
this.scaleX = arg0[0][0];
this.scaleY = arg0[1][1];
this.scaleZ = arg0[2][2];
}

public void setScale(Matrix4f arg0) {
this.scaleX = arg0.getValueAt(0, 0);
this.scaleY = arg0.getValueAt(1, 1);
this.scaleZ = arg0.getValueAt(2, 2);
}

public void scale(double arg0) {
scaleX(arg0);
scaleY(arg0);
scaleZ(arg0);
}

public Matrix4f getScale() {
return new Matrix4f(new double[][] {
{ getScaleX(), 0, 0, 0 },
{ 0, getScaleY(), 0, 0 },
{ 0, 0, getScaleZ(), 0 },
{ 0, 0, 0, 1 }
});
}

public void translateX(double arg0) {
this.translateX += arg0;
}

public void translateY(double arg0) {
this.translateY += arg0;
}

public void translateZ(double arg0) {
this.translateZ += arg0;
}

public Matrix4f getTranslation() {
return new Matrix4f(new double[][] {
{ 1, 0, 0, translateX },
{ 0, 1, 0, translateY },
{ 0, 0, 1, translateZ },
{ 0, 0, 0, 1 }
});
}

}

场景类

package com.cub.cubefront;

import com.cub.cubefront.graphics.Bitmap;
import com.cub.cubefront.input.InputHandler;
import com.cub.cubefront.math.Matrix4f;
import com.cub.cubefront.math.Vector2f;
import com.cub.cubefront.math.Vector3f;
import com.cub.cubefront.mesh.Camera;
import com.cub.cubefront.mesh.Mesh;

public class Scene extends Bitmap {

private Camera defaultCam;

public InputHandler input = new InputHandler();

public Scene() {
super(MainEngine.getWidth(), MainEngine.getHeight());
defaultCam = new Camera();
}

public void update() { }

public void start() { }

public void render() { }

public void render(Mesh arg0) {
Matrix4f trans = arg0.getRotation().multiply(arg0.getScale().multiply(arg0.getTranslation()));
for (int i = 1; i < arg0.getVerticiesCount()+1; i++) { // Depth: Manipulate x and y with z
Vector3f v1 = trans.transform(arg0.getVertexAt(i));
for (int n = 1; n < i; n++) {
Vector3f v2 = trans.transform(arg0.getVertexAt(n));
drawLine(
new Vector2f((v1.getX()), (v1.getY())),
new Vector2f((v2.getX()), (v2.getY()))
);
}
}
}

public void clear() {
for (int i = 0; i < pixels.length; i++) {
pixels[i] = 0;
}
}

public Camera getCamera() {
return defaultCam;
}

public void setCamera(Camera defaultCam) {
this.defaultCam = defaultCam;
}

}

Matrix4f 类

package com.cub.cubefront.math;

public class Matrix4f {

private double[][] values;

public Matrix4f() {
values = new double[4][4];
setValues();
}

public Matrix4f(double[][] arg0) {
setValues(arg0);
}

private Matrix4f setValues() {
values[0][0] = 1; values[0][1] = 0; values[0][2] = 0; values[0][3] = 0;
values[1][0] = 0; values[1][1] = 1; values[1][2] = 0; values[1][3] = 0;
values[2][0] = 0; values[2][1] = 0; values[2][2] = 1; values[2][3] = 0;
values[3][0] = 0; values[3][1] = 0; values[3][2] = 0; values[3][3] = 1;
return this;
}

public Matrix4f multiply(Matrix4f arg0) {
double res[][] = new double[4][4];
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
for (int k = 0; k < 4; k++) {
res[i][j] += values[i][k] * arg0.getValueAt(k, j);
}
}
}

return new Matrix4f(res);
}

public double[][] getValues() {
return values;
}

public double getValueAt(int arg0, int arg1) {
return values[arg0][arg1];
}

public void setValues(double[][] arg0) {
this.values = arg0;
}

public void setValueAt(int arg0, int arg1, double arg2) {
values[arg0][arg1] = arg2;
}

public Vector3f transform(Vector3f arg0) {
return new Vector3f(
(float)(arg0.getX() * values[0][0] + arg0.getY() * values[1][0] + arg0.getZ() * values[2][0]),
(float)(arg0.getX() * values[0][1] + arg0.getY() * values[1][1] + arg0.getZ() * values[2][1]),
(float)(arg0.getY() * values[0][2] + arg0.getY() * values[1][2] + arg0.getZ() * values[2][2])
);
}

}

如果您仍然不明白我的意思,请看看这些图片。

图片#1:

Still Triangle

图片#2:

Triangle Rotated 30 Degrees

你看到它是如何绕角而不是中心旋转的吗?感谢您努力提供帮助!

最佳答案

当您进行变换而没有在影响对象之前将其重置为原点时,通常会发生这种情况。请记住,矩阵顺序很重要。旋转是相对于原点进行的,因此如果您的对象不在原点上,那么它会奇怪地旋转。

将其转换为(0,0,0)后尝试旋转它。然后对三角形应用所需的平移(即平移到原点、旋转、返回到原始位置)。

希望有帮助。

编辑

一般来说,如果您想围绕固定点旋转多边形,您应该平移多边形,使所需点位于 (0,0,0) 中。然后继续旋转,最后回到原来的位置。

假设您有一个带有顶点 (1,1)(3,1)(2,3) 的三角形。如果您想围绕该三角形的中心(即(2,2))旋转,您应该:

  1. 从每个顶点减去 (2,2)(使 (2,2) 作为原点)
  2. 然后旋转所需的角度
  3. (2,2) 添加到每个顶点,返回到原始位置。

同样的原则也适用于 3 维。

关于java - 为什么我的旋转矩阵会产生额外的平移?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37758837/

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