如何在不使用 glRotateF 内置函数的情况下在 JOGL 中围绕 Z 轴旋转图像
How to rotate an image about the Z Axis in JOGL without using the glRotateF built-in functions
如何在不使用 glRotatef
函数的情况下在 JOGL 中围绕 Z 轴旋转图像?我不明白如何获得 z',因为没有 e.getZ()
函数。如何计算 z_prime
?现在,当我尝试绕 z 轴旋转时,它就像在开始时绕 z 轴旋转,然后开始绕 y 轴旋转,然后回到 z(这是有道理的,因为我有 z_rot += y_prime
. 我怎样才能只围绕 z 旋转它并计算出 z'?
public void transform(float[] vertices_in, float[] vertices_out){
// perform your transformation
int length = vertices_in.length;
float[] transformMatrix =
{
r11, r12, r13, tx,
r21, r22, r23, ty,
r31, r32, r33, tz,
0, 0, 0, 1
};
// Fill in the empty verticesout vector
for(int i = 0; i < vertices_in.length; i++)
{
vertices_out[i] = vertices_in[i];
}
// loop through and set the new matrix (after translation)
// because
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// X Rotation
for(int i = 0; i < vertices_out.length; i += 3)
{
vertices_out[i+1] = vertices_out[i+1] * (float)Math.cos(xRot) - vertices_out[i+2] * (float)Math.sin(xRot); //New Y
vertices_out[i+2] = vertices_out[i+1] * (float)Math.sin(xRot) + vertices_out[i+2] * (float)Math.cos(xRot); //New Z
}
// Y Rotation
for(int i = 0; i < vertices_out.length; i += 3)
{
vertices_out[i] = vertices_out[i] * (float)Math.cos(yRot) + vertices_out[i+2] * (float)Math.sin(yRot);
vertices_out[i+2] = vertices_out[i]*-(float)Math.sin(yRot) + vertices_out[i+2]*(float)Math.cos(yRot);
}
// Z Rotation
for(int i = 0; i < vertices_out.length; i += 3)
{
vertices_out[i] = vertices_out[i] * (float)Math.cos(zRot) - vertices_out[i+1] * (float)Math.sin(zRot);
vertices_out[i+1] = vertices_out[i] * (float)Math.sin(zRot) + vertices_out[i+1] * (float)Math.cos(zRot);
}
// Translation & Scaling
for(int i = 0; i < vertices_in.length; i+=3)
{
vertices_out[i] = vertices_out[i] * transformMatrix[0] + transformMatrix[3]; //x'
vertices_out[i+1] = vertices_out[i+1] * transformMatrix[5] + transformMatrix[7]; //y'
vertices_out[i+2] = vertices_out[i+2] * transformMatrix[10] + transformMatrix[11]; //z'
}
}
@Override
public void mouseDragged(MouseEvent e)
{
if(rotating)
{
float XX = (e.getX()-windowWidth*0.5f)*orthoX/windowWidth;
float YY = -(e.getY()-windowHeight*0.5f)*orthoX/windowWidth;
float x_prime = (StartXX - XX);
float y_prime = (StartYY - YY);
if(rightMouseClick)
{
zRot += y_prime/50;
}
else
{
xRot += y_prime/50;
yRot += x_prime/50;
StartYY = YY;
StartXX = XX;
}
}
}
所有这些旋转都使用了不一致的中间状态。例如(我只是替换了较短的变量名)。
y = y * (float)Math.cos(xRot) - z * (float)Math.sin(xRot); //New Y
z = y * (float)Math.sin(xRot) + z * (float)Math.cos(xRot); //New Z
第一行是正确的。然而,第二行已经使用了新的y
,而它应该使用旧的。因此,您必须将旧变量保存在某个地方才能使其工作。这同样适用于所有其他旋转。
其余代码看起来没问题。
如何在不使用 glRotatef
函数的情况下在 JOGL 中围绕 Z 轴旋转图像?我不明白如何获得 z',因为没有 e.getZ()
函数。如何计算 z_prime
?现在,当我尝试绕 z 轴旋转时,它就像在开始时绕 z 轴旋转,然后开始绕 y 轴旋转,然后回到 z(这是有道理的,因为我有 z_rot += y_prime
. 我怎样才能只围绕 z 旋转它并计算出 z'?
public void transform(float[] vertices_in, float[] vertices_out){
// perform your transformation
int length = vertices_in.length;
float[] transformMatrix =
{
r11, r12, r13, tx,
r21, r22, r23, ty,
r31, r32, r33, tz,
0, 0, 0, 1
};
// Fill in the empty verticesout vector
for(int i = 0; i < vertices_in.length; i++)
{
vertices_out[i] = vertices_in[i];
}
// loop through and set the new matrix (after translation)
// because
// 1 0 0 0
// 0 1 0 0
// 0 0 1 0
// X Rotation
for(int i = 0; i < vertices_out.length; i += 3)
{
vertices_out[i+1] = vertices_out[i+1] * (float)Math.cos(xRot) - vertices_out[i+2] * (float)Math.sin(xRot); //New Y
vertices_out[i+2] = vertices_out[i+1] * (float)Math.sin(xRot) + vertices_out[i+2] * (float)Math.cos(xRot); //New Z
}
// Y Rotation
for(int i = 0; i < vertices_out.length; i += 3)
{
vertices_out[i] = vertices_out[i] * (float)Math.cos(yRot) + vertices_out[i+2] * (float)Math.sin(yRot);
vertices_out[i+2] = vertices_out[i]*-(float)Math.sin(yRot) + vertices_out[i+2]*(float)Math.cos(yRot);
}
// Z Rotation
for(int i = 0; i < vertices_out.length; i += 3)
{
vertices_out[i] = vertices_out[i] * (float)Math.cos(zRot) - vertices_out[i+1] * (float)Math.sin(zRot);
vertices_out[i+1] = vertices_out[i] * (float)Math.sin(zRot) + vertices_out[i+1] * (float)Math.cos(zRot);
}
// Translation & Scaling
for(int i = 0; i < vertices_in.length; i+=3)
{
vertices_out[i] = vertices_out[i] * transformMatrix[0] + transformMatrix[3]; //x'
vertices_out[i+1] = vertices_out[i+1] * transformMatrix[5] + transformMatrix[7]; //y'
vertices_out[i+2] = vertices_out[i+2] * transformMatrix[10] + transformMatrix[11]; //z'
}
}
@Override
public void mouseDragged(MouseEvent e)
{
if(rotating)
{
float XX = (e.getX()-windowWidth*0.5f)*orthoX/windowWidth;
float YY = -(e.getY()-windowHeight*0.5f)*orthoX/windowWidth;
float x_prime = (StartXX - XX);
float y_prime = (StartYY - YY);
if(rightMouseClick)
{
zRot += y_prime/50;
}
else
{
xRot += y_prime/50;
yRot += x_prime/50;
StartYY = YY;
StartXX = XX;
}
}
}
所有这些旋转都使用了不一致的中间状态。例如(我只是替换了较短的变量名)。
y = y * (float)Math.cos(xRot) - z * (float)Math.sin(xRot); //New Y
z = y * (float)Math.sin(xRot) + z * (float)Math.cos(xRot); //New Z
第一行是正确的。然而,第二行已经使用了新的y
,而它应该使用旧的。因此,您必须将旧变量保存在某个地方才能使其工作。这同样适用于所有其他旋转。
其余代码看起来没问题。