c – 使用四元数的OpenGL立方体旋转

c – 使用四元数的OpenGL立方体旋转,第1张

概述我一直在尝试使用在SDL全屏窗口中运行的OpenGL来旋转立方体.我设法用glRotatef()成功地做到了这一点,但是我经历了“万向节锁”以及与欧拉角相关的其他问题.想要改进我的程序,我研究了四元数.我编写了一个四元数类,遵循 this page上的指示,并尝试使用它来使用glMultMatrixf()旋转我的立方体,但是当旋转多于1个轴而角度不是90度的倍数时,立方体会变形.我检查了我的四元数 我一直在尝试使用在SDL全屏窗口中运行的OpenGL来旋转立方体.我设法用glrotatef()成功地做到了这一点,但是我经历了“万向节锁”以及与欧拉角相关的其他问题.想要改进我的程序,我研究了四元数.我编写了一个四元数类,遵循 this page上的指示,并尝试使用它来使用glMultMatrixf()旋转我的立方体,但是当旋转多于1个轴而角度不是90度的倍数时,立方体会变形.我检查了我的四元数到矩阵转换和我的四元数乘法代码,但我找不到任何错误.

这是问题的照片:

这是显示这些立方体的完整程序(需要SDL和OpenGL)

//==============================================================================#include <cmath>#include <SDL/SDL.h>#include <SDL/SDL_opengl.h>namespace game_lib{    struct vec3    {        vec3() : x(0),y(0),z(0) { }        vec3(float x,float y,float z) : x(x),y(y),z(z) { }        vec3 normalize();        inline float lenSqr() { return x*x + y*y + z*z; }        float len();        inline vec3 operator+(vec3 v) { v.x += x; v.y += y; v.z += z; return v; }        inline vec3 operator-(vec3 v) { v.x = x - v.x; v.y = y - v.y; v.z = z - v.z; return v; }        inline vec3 operator*(float f) { return vec3(f*x,f*y,f*z); }        inline vec3 operator/(float f) { return vec3(x/f,y/f,z/f); }        bool operator==(vec3 v);        float x,y,z;        enum faces { FRONT,BACK,left,RIGHT,top,BottOM };    };    inline vec3 operator*(float f,vec3 v) { return v*f; }    struct quaternion    {        quaternion() : w(1),x(0),z(0) { }        quaternion(float w,float x,float z) : w(w),x(x),z(z) { }        quaternion(float angle,vec3 axis);        quaternion normalize();        inline float lenSqr() { return w*w + x*x + y*y + z*z; }        float len();        quaternion operator*(quaternion);        float w,x,z;    };    voID DrawGLCuboID(vec3 centre,vec3 dimensions,quaternion rotation,const vec3 colours[6]);}const int EPSILON = 0.001;inline bool feq(float f1,float f2){    const float diff = f1 - f2;    return (diff > -EPSILON) && (diff < EPSILON);}//{=================== vec3 methods =================game_lib::vec3 game_lib::vec3::normalize(){    const float lengthSqr = lenSqr();    if (lengthSqr > 1-EPSILON*EPSILON and lengthSqr < 1+EPSILON*EPSILON) // Optimisation to not re-normalize a normalized vector        return *this;    const float length = std::sqrt(lengthSqr);    return game_lib::vec3(x/length,y/length,z/length);}float game_lib::vec3::len() { return std::sqrt(lenSqr()); }bool game_lib::vec3::operator==(vec3 v) { return feq(v.x,x) and feq(v.y,y) and feq(v.z,z); }//}==================================================//{================ quaternion methods ==============game_lib::quaternion::quaternion(float angle,vec3 axis){    const vec3 axisN = axis.normalize();    const float sin_a_2 = std::sin(angle*M_PI/360);    w = std::cos(angle*M_PI/360);    x = axisN.x*sin_a_2;    y = axisN.y*sin_a_2;    z = axisN.z*sin_a_2;}game_lib::quaternion game_lib::quaternion::normalize(){    const float lengthSqr = lenSqr();    if (lengthSqr > 1-EPSILON*EPSILON and lengthSqr < 1+EPSILON*EPSILON) // Optimisation to not re-normalize a normalized quaternion        return *this;    const float length = std::sqrt(lengthSqr);    return game_lib::quaternion(w/length,x/length,z/length);}float game_lib::quaternion::len() { return std::sqrt(lenSqr()); }game_lib::quaternion game_lib::quaternion::operator*(game_lib::quaternion q){    return game_lib::quaternion(w*q.w - x*q.x - y*q.y - z*q.z,w*q.x + x*q.w + y*q.z - z*q.y,w*q.y - x*q.z + y*q.w + z*q.x,w*q.z + x*q.y - y*q.x + z*q.w);}//}==================================================voID game_lib::DrawGLCuboID(vec3 cen,vec3 dim,quaternion rot,const vec3 col[6]){    glPushmatrix();    glTranslatef(cen.x,cen.y,cen.z);    vec3 dim_2 = 1/2*dim;    const quaternion r_norm = rot.normalize();    // Quaternion to matrix    const float x_x = r_norm.x*r_norm.x,y_y = r_norm.y*r_norm.y,z_z = r_norm.z*r_norm.z;    const float w_x = r_norm.w*r_norm.x,w_y = r_norm.w*r_norm.y,w_z = r_norm.w*r_norm.z;    const float x_y = r_norm.x*r_norm.y,x_z = r_norm.x*r_norm.z,y_z = r_norm.y*r_norm.z;    GLfloat matrix[16];    // Column 1                  // Column 2                  // Column 3                  // Column 4    matrix[0] = 1-2*(y_y+z_z);   matrix[4] = 2*(x_y-w_z);     matrix[8] = 2*(x_z+w_y);     matrix[12] = 0;    matrix[1] = 2*(x_y+w_z);     matrix[5] = 1-2*(x_x+z_z);   matrix[9] = 2*(y_z+w_x);     matrix[13] = 0;    matrix[2] = 2*(x_z-w_y);     matrix[6] = 2*(y_z-w_x);     matrix[10] = 1-2*(x_x+y_y);  matrix[14] = 0;    matrix[3] = 0;               matrix[7] = 0;               matrix[11] = 0;              matrix[15] = 1;    /* From http://www.cprogramming.com/tutorial/3d/quaternions.HTML    1-2y2-2z2   2xy-2wz     2xz+2wy     0    2xy+2wz     1-2x2-2z2   2yz+2wx     0    2xz-2wy     2yz-2wx     1-2x2-2y2   0    0           0           0           1    */    glMultMatrixf(matrix);    glBegin(GL_QUADS);        int i = vec3::FRONT;        glcolor3f(col[i].x,col[i].y,col[i].z);        glVertex3f(-1,1,1);        glVertex3f(1,-1,1);        glVertex3f(-1,1);        i = vec3::BACK;        glcolor3f(col[i].x,-1);        glVertex3f(1,-1);        glVertex3f(-1,-1);        i = vec3::left;        glcolor3f(col[i].x,-1);        i = vec3::RIGHT;        glcolor3f(col[i].x,col[i].z);        glVertex3f(1,-1);        i = vec3::BottOM;        glcolor3f(col[i].x,-1);        i = vec3::top;        glcolor3f(col[i].x,-1);        glcolor3f(1,1);        // Following three quads are axes to help determine rotational correctness...        // x-axis        glVertex3f(-2,0.05,0.05);        glVertex3f(2,-0.05,-0.05);        glVertex3f(-2,-0.05);        // y-axis        glVertex3f(0.05,-2,0.05);        glVertex3f(0.05,2,0.05);        glVertex3f(-0.05,-0.05);        glVertex3f(-0.05,-0.05);        // z-axis        glVertex3f(0.05,-2);        glVertex3f(0.05,2);        glVertex3f(-0.05,-2);    glEnd();    glPopMatrix();}using namespace game_lib;struct SDL_Surface;union SDL_Event;class CApp {    private:        bool m_running,m_init;        SDL_Surface* m_screen;        float depth;    public:        CApp();        ~CApp();        bool init();        int execute();        voID cleanup();    private:        //voID processEvent(SDL_Event* Event); // Usually I have this,but it's big and irrelevant (        voID render();};//==============================================================================CApp::CApp(): m_running(true),m_init(false),m_screen(NulL),depth(-6) { }CApp::~CApp(){    if (m_init) cleanup();}//------------------------------------------------------------------------------bool CApp::init(){    if(SDL_Init(SDL_INIT_EVERYTHING) < 0)        return false;    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);    SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_Alpha_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);    SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);    SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_ACCUM_Alpha_SIZE,8);    SDL_GL_SetAttribute(SDL_GL_MulTISAMPLEBUFFERS,1);    SDL_GL_SetAttribute(SDL_GL_MulTISAMPLESAMPLES,2);    const SDL_VIDeoInfo* inf = SDL_GetVIDeoInfo();    if((m_screen = SDL_SetVIDeoMode(inf->current_w,inf->current_h,SDL_OPENGL | SDL_FulLSCREEN)) == NulL)        return false;    glClearcolor(0,0);    glClearDepth(1);    glEnable(GL_DEPTH_TEST);    glDepthFunc(GL_LEQUAL);    glVIEwport(0,inf->current_w,inf->current_h);    glMatrixMode(GL_PROJECTION); // Camera space    glLoadIDentity();    gluPerspective(45.0f,1024.0f/600.0f,0.1f,100.0f);    glEnable(GL_TEXTURE_2D);    glMatrixMode(GL_MODELVIEW); // Model space    glLoadIDentity();    m_init = true;    return true;}int CApp::execute(){    if(init() == false)        return -1;    SDL_Event event;    while(m_running)    {        //while(SDL_PollEvent(&event))            // process events removed to save space        render();        SDL_Delay(10);    }    cleanup();    return 0;}voID CApp::cleanup(){    if (m_screen)    {        SDL_FreeSurface(m_screen);        m_screen = NulL;    }    SDL_Quit();    m_init = false;}voID CApp::render(){    glClear(GL_color_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);    glLoadIDentity();    glTranslatef(0.0f,0.0f,depth);    //glrotatef(63,0); // How I used to do rotation    //glrotatef(47,0);    const vec3 c1colours[] = {vec3(1,0),vec3(0,vec3(1,0.2,1),0.5,1)};    const vec3 c2colours[] = {vec3(1,vec3(0.5,0)};    // New rotation method,but doesn't work...    const quaternion c1Rotation = quaternion(63,0)) * quaternion(47,0));    DrawGLCuboID(vec3(-2,-2),vec3(2,2),c1Rotation,c1colours);    DrawGLCuboID(vec3(2.5,0.3,-1.2),quaternion(72,1)),c2colours);    SDL_GL_SwapBuffers();}int main(int argc,char* argv[]){    CApp theApp;    return theApp.execute();}
解决方法 如前所述,你可能最好使用已经为你做数学的库.

这里的问题是你在矩阵[6]和矩阵[9]上交换了w_x的符号.

相关的行应该如此阅读:

matrix[1] = 2*(x_y+w_z);     matrix[5] = 1-2*(x_x+z_z);   matrix[9] = 2*(y_z-w_x);     matrix[13] = 0;matrix[2] = 2*(x_z-w_y);     matrix[6] = 2*(y_z+w_x);     matrix[10] = 1-2*(x_x+y_y);  matrix[14] = 0;
总结

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