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javafx - 如何将偏航、俯仰和滚动增量(不是欧拉)应用于相对于节点旋转轴而不是场景旋转轴的节点?

转载 作者:行者123 更新时间:2023-12-02 01:19:42 31 4
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请耐心等待我的长问题,我正在尽力使其尽可能清楚。 (正如在另一个问题中发现的那样。)

在下面的示例中,所有旋转按钮都是来自陀螺仪传感器的陀螺仪值的测试替换。传感器固定在现实世界的躯干上,因此按钮旨在表示相对于躯干坐标系而不是场景坐标系应用于虚拟躯干的旋转增量。

如果从“零”旋转开始,所有按钮本身都可以正常工作。但是,当我按 3 次偏航,然后滚动时,我会看到滚动旋转在场景轴上起作用。但我想将其应用到当前的躯干旋转。

我已经从这里尝试了一些针对相关问题的建议,但没有找到解决方案。

旁注:我不确定术语偏航、俯仰和滚动通常是否与欧拉角绑定(bind),所以我想强调一点,据我了解,陀螺仪传感器的值不是欧拉角,因为它们代表旋转相对于当前躯干旋转的增量,而不是相对于躯干起始点的“绝对”累积角度。因此,如果我不恰本地使用了这些术语,请尝试理解我的意思。

(背景信息:我有一个机器人项目 roboshock.de,其陀螺仪传感器连接到机器人躯干,我想在屏幕上可视化机器人的旋转。下面示例中的旋转按钮只是一个测试替换来自传感器的陀螺仪值。)

非常感谢任何帮助。

import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Group;
import javafx.scene.Parent;
import javafx.scene.Scene;
import javafx.scene.control.Button;
import javafx.scene.layout.HBox;
import javafx.scene.layout.StackPane;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.Box;
import javafx.scene.transform.Rotate;
import javafx.stage.Stage;

public class PuppetTestApp extends Application {

int width = 800;
int height = 500;
XGroup torsoGroup;
double torsoX = 50;
double torsoY = 80;

public Parent createRobot() {
Box torso = new Box(torsoX, torsoY, 20);
torso.setMaterial(new PhongMaterial(Color.RED));
Box head = new Box(20, 20, 20);
head.setMaterial(new PhongMaterial(Color.YELLOW.darker()));
head.setTranslateY(-torsoY / 2 -10);

torsoGroup = new XGroup();
torsoGroup.getChildren().addAll(torso, head);
return torsoGroup;
}

public Parent createUI() {
HBox buttonBox = new HBox();

Button b;
buttonBox.getChildren().add(b = new Button("Exit"));
b.setOnAction( (ActionEvent arg0) -> { System.exit(0); } );

buttonBox.getChildren().add(b = new Button("pitch up"));
b.setOnAction(new TurnAction(torsoGroup.rx, -15) );

buttonBox.getChildren().add(b = new Button("pitch down"));
b.setOnAction(new TurnAction(torsoGroup.rx, 15) );

buttonBox.getChildren().add(b = new Button("Yaw left"));
b.setOnAction(new TurnAction(torsoGroup.ry, -15) );

buttonBox.getChildren().add(b = new Button("Yaw right"));
b.setOnAction(new TurnAction(torsoGroup.ry, 15) );

buttonBox.getChildren().add(b = new Button("Roll right"));
b.setOnAction(new TurnAction(torsoGroup.rz, -15) );

buttonBox.getChildren().add(b = new Button("Roll left"));
b.setOnAction(new TurnAction(torsoGroup.rz, 15) );

return buttonBox;
}

class TurnAction implements EventHandler<ActionEvent> {
final Rotate rotate;
double deltaAngle;

public TurnAction(Rotate rotate, double targetAngle) {
this.rotate = rotate;
this.deltaAngle = targetAngle;
}

@Override
public void handle(ActionEvent arg0) {
addRotate(torsoGroup, rotate, deltaAngle);
}
}

private void addRotate(XGroup node, Rotate rotate, double angle) {

// HERE I DO SOMETHING WRONG

// not working 1:
//Transform newRotate = new Rotate(angle, rotate.getAxis());
//node.getTransforms().add(newRotate);

// not working 2:
double x = rotate.getAngle();
rotate.setAngle(x + angle);
}

public class XGroup extends Group {

public Rotate rx = new Rotate(0, Rotate.X_AXIS);
public Rotate ry = new Rotate(0, Rotate.Y_AXIS);
public Rotate rz = new Rotate(0, Rotate.Z_AXIS);

public XGroup() {
super();
getTransforms().addAll(rz, ry, rx);
}

public void setRotate(double x, double y, double z) {
rx.setAngle(x);
ry.setAngle(y);
rz.setAngle(z);
}

public void setRotateX(double x) { rx.setAngle(x); }
public void setRotateY(double y) { ry.setAngle(y); }
public void setRotateZ(double z) { rz.setAngle(z); }
}

@Override
public void start(Stage stage) throws Exception {
Parent robot = createRobot();
Parent ui = createUI();
StackPane combined = new StackPane();
combined.getChildren().addAll(ui, robot);
combined.setStyle("-fx-background-color: linear-gradient(to bottom, cornsilk, midnightblue);");

Scene scene = new Scene(combined, width, height);
stage.setScene(scene);
stage.show();
}

public static void main(String[] args) {
launch(args);
}
}

最佳答案

对于初学者来说,对于 JavaFX 3D 应用程序,您应该考虑以下几点:

  • 深度缓冲区和抗锯齿
  • 子场景
  • 相机

而你却没有这些。

您需要启用深度缓冲区,因为您可以看到小黄色框似乎位于大框的顶部(浅黄色面根本不可见):

without depth buffer

根据场景的JavaDoc:

A scene containing 3D shapes or 2D shapes with 3D transforms may use depth buffer support for proper depth sorted rendering

更改:

Scene scene = new Scene(combined, width, height);

至:

Scene scene = new Scene(combined, width, height, true, SceneAntialiasing.BALANCED);

一旦执行此操作,您就会发现当框转到 z > 0 时不再可见,并且顶部的按钮不再可单击。

在同一场景中混合 2D 和 3D 并不是一个好主意。为此,您需要一个 SubScene,您可以在其中布置 3D 内容,并将 2D 保留在场景本身中。此外,您还可以将深度缓冲区和抗锯齿选项移至子场景:

Parent robot = createRobot();
// add subScene
SubScene subScene = new SubScene(robot, width, height, true, SceneAntialiasing.BALANCED);
Parent ui = createUI();
StackPane combined = new StackPane();
combined.getChildren().addAll(ui, subScene);
Scene scene = new Scene(combined, width, height);

现在的问题是布局,盒子将显示在左上角,而不是中心。

您可以将翻译添加到您的群组:

public XGroup() { 
super();
getTransforms().addAll(new Translate(width/2, height/2, 0), rz, ry, rx);
}

subscene and depth buffer

现在您可以看到正确的深度排序渲染,并且可以访问 ui 按钮。

另一个选择是添加摄像头。您可以删除平移变换,也可以“缩放”以查看更大的框:

Parent robot = createRobot();
SubScene subScene = new SubScene(robot, width, height, true, SceneAntialiasing.BALANCED);
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setNearClip(0.01);
camera.setFarClip(100000);
camera.setTranslateZ(-400);
subScene.setCamera(camera);

Camera

旋转

现在,就旋转而言,如果您想在盒子的当前状态上应用给定的旋转,并且与“场景”轴无关(我认为您的意思是三个正交的非旋转轴),那么您有在应用新的旋转之前考虑之前的状态。

在此blog post对于魔方来说,每个面(由9个小“魔方”组成)都可以一次又一次地旋转,并且受影响的魔方会进行多次先前的旋转。项目可查here .

在本例中,使用变换和 Affine prepend 是始终更新 3D 主体上的局部正交轴的关键。

我建议这样做:

private void addRotate(XGroup node, Rotate rotate, double angle) {
Transform newRotate = new Rotate(angle, rotate.getAxis());
Affine affine = node.getTransforms().isEmpty() ? new Affine() : new Affine(node.getTransforms().get(0));
affine.prepend(newRotate);
node.getTransforms().setAll(affine);
}

尽管如此,您的新旋转都是在场景正交轴上定义的。

如果您想要局部轴,您可以从仿射矩阵中获取它们。如果您随时打印仿射,您可以从第1、2和3列中获取x'、y'、z'轴:

axes

Affine [
0.70710678, 0.50000000, 0.50000000, 0.0
0.00000000, 0.70710678, -0.70710678, 0.0
-0.70710678, 0.50000000, 0.50000000, 0.0]

即,x' 轴(蓝色)为 {0.7071, 0.0, -0.7071}

最后你可以将局部轴上的旋转定义为:

private void addRotate(XGroup node, Rotate rotate, double angle) {

Affine affine = node.getTransforms().isEmpty() ? new Affine() : new Affine(node.getTransforms().get(0));
double A11 = affine.getMxx(), A12 = affine.getMxy(), A13 = affine.getMxz();
double A21 = affine.getMyx(), A22 = affine.getMyy(), A23 = affine.getMyz();
double A31 = affine.getMzx(), A32 = affine.getMzy(), A33 = affine.getMzz();

// rotations over local axis
Rotate newRotateX = new Rotate(angle, new Point3D(A11, A21, A31));
Rotate newRotateY = new Rotate(angle, new Point3D(A12, A22, A32));
Rotate newRotateZ = new Rotate(angle, new Point3D(A13, A23, A33));

// apply rotation
affine.prepend(rotate.getAxis() == Rotate.X_AXIS ? newRotateX :
rotate.getAxis() == Rotate.Y_AXIS ? newRotateY : newRotateZ);
node.getTransforms().setAll(affine);
}

我相信这会给你你正在寻找的东西。

这是整个修改后的代码:

private final int width = 800;
private final int height = 500;
private XGroup torsoGroup;
private final double torsoX = 50;
private final double torsoY = 80;

public Parent createRobot() {
Box torso = new Box(torsoX, torsoY, 20);
torso.setMaterial(new PhongMaterial(Color.RED));
Box head = new Box(20, 20, 20);
head.setMaterial(new PhongMaterial(Color.YELLOW.darker()));
head.setTranslateY(-torsoY / 2 -10);

Box x = new Box(200, 2, 2);
x.setMaterial(new PhongMaterial(Color.BLUE));
Box y = new Box(2, 200, 2);
y.setMaterial(new PhongMaterial(Color.BLUEVIOLET));
Box z = new Box(2, 2, 200);
z.setMaterial(new PhongMaterial(Color.BURLYWOOD));

torsoGroup = new XGroup();
torsoGroup.getChildren().addAll(torso, head, x, y, z);
return torsoGroup;
}

public Parent createUI() {
HBox buttonBox = new HBox();

Button b;
buttonBox.getChildren().add(b = new Button("Exit"));
b.setOnAction( (ActionEvent arg0) -> { Platform.exit(); } );

buttonBox.getChildren().add(b = new Button("pitch up"));
b.setOnAction(new TurnAction(torsoGroup.rx, -15) );

buttonBox.getChildren().add(b = new Button("pitch down"));
b.setOnAction(new TurnAction(torsoGroup.rx, 15) );

buttonBox.getChildren().add(b = new Button("Yaw left"));
b.setOnAction(new TurnAction(torsoGroup.ry, -15) );

buttonBox.getChildren().add(b = new Button("Yaw right"));
b.setOnAction(new TurnAction(torsoGroup.ry, 15) );

buttonBox.getChildren().add(b = new Button("Roll right"));
b.setOnAction(new TurnAction(torsoGroup.rz, -15) );

buttonBox.getChildren().add(b = new Button("Roll left"));
b.setOnAction(new TurnAction(torsoGroup.rz, 15) );

return buttonBox;
}

class TurnAction implements EventHandler<ActionEvent> {
final Rotate rotate;
double deltaAngle;

public TurnAction(Rotate rotate, double targetAngle) {
this.rotate = rotate;
this.deltaAngle = targetAngle;
}

@Override
public void handle(ActionEvent arg0) {
addRotate(torsoGroup, rotate, deltaAngle);
}
}

private void addRotate(XGroup node, Rotate rotate, double angle) {
Affine affine = node.getTransforms().isEmpty() ? new Affine() : new Affine(node.getTransforms().get(0));
double A11 = affine.getMxx(), A12 = affine.getMxy(), A13 = affine.getMxz();
double A21 = affine.getMyx(), A22 = affine.getMyy(), A23 = affine.getMyz();
double A31 = affine.getMzx(), A32 = affine.getMzy(), A33 = affine.getMzz();

Rotate newRotateX = new Rotate(angle, new Point3D(A11, A21, A31));
Rotate newRotateY = new Rotate(angle, new Point3D(A12, A22, A32));
Rotate newRotateZ = new Rotate(angle, new Point3D(A13, A23, A33));

affine.prepend(rotate.getAxis() == Rotate.X_AXIS ? newRotateX :
rotate.getAxis() == Rotate.Y_AXIS ? newRotateY : newRotateZ);

node.getTransforms().setAll(affine);
}

public class XGroup extends Group {
public Rotate rx = new Rotate(0, Rotate.X_AXIS);
public Rotate ry = new Rotate(0, Rotate.Y_AXIS);
public Rotate rz = new Rotate(0, Rotate.Z_AXIS);
}

@Override
public void start(Stage stage) throws Exception {
Parent robot = createRobot();
SubScene subScene = new SubScene(robot, width, height, true, SceneAntialiasing.BALANCED);
PerspectiveCamera camera = new PerspectiveCamera(true);
camera.setNearClip(0.01);
camera.setFarClip(100000);
camera.setTranslateZ(-400);
subScene.setCamera(camera);

Parent ui = createUI();
StackPane combined = new StackPane(ui, subScene);
combined.setStyle("-fx-background-color: linear-gradient(to bottom, cornsilk, midnightblue);");

Scene scene = new Scene(combined, width, height);
stage.setScene(scene);
stage.show();
}

关于javafx - 如何将偏航、俯仰和滚动增量(不是欧拉)应用于相对于节点旋转轴而不是场景旋转轴的节点?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/48850937/

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