2012-03-23 160 views
0

現在旋轉工作,我試着旋轉一個物體90度,它旋轉它,但也使一個意想不到的翻譯在左側的OX軸。我爲quaterion的w,x,y,z組件添加了規範化方法,並更正了我發現的任何代碼錯誤。java四元數三維旋轉實現

這是我使用的方法:

public class Point3DRotationQuaternions 
    { 
    public static ArrayList<Float> rotation3D(ArrayList<Float> points, double angle, int x, int y, int z) 
    { 
    ArrayList<Float> newpoints = points; 

    for (int i=0;i<points.size();i+=3) 
    { 
     float x_old = points.get(i).floatValue(); 
     float y_old = points.get(i+1).floatValue(); 
     float z_old = points.get(i+2).floatValue(); 
     double[] initial = {1,0,0,0}; 
     double[] total = new double[4]; 
     double[] local = new double[4]; 

     //components for local quaternion 
     //w 
     local[0] = Math.cos(0.5 * angle); 
     //x 
     local[1] = x * Math.sin(0.5 * angle); 
     //y 
     local[2] = y * Math.sin(0.5 * angle); 
     //z 
     local[3] = z * Math.sin(0.5 * angle); 
     //local = magnitude(local); 

     //components for final quaternion Q1*Q2 
     //w = w1w2 - x1x2 - y1y2 - z1z2 
     total[0] = local[0] * initial[0] - local[1] * initial[1] - local[2] * initial[2] - local[3] * initial[3]; 
     //x = w1x2 + x1w2 + y1z2 - z1y2 
     total[1] = local[0] * initial[1] + local[1] * initial[0] + local[2] * initial[3] - local[3] * initial[2]; 
     //y = w1y2 - x1z2 + y1w2 + z1x2 
     total[2] = local[0] * initial[2] - local[1] * initial[3] + local[2] * initial[0] + local[3] * initial[1]; 
     //z = w1z2 + x1y2 - y1x2 + z1w2 
     total[3] = local[0] * initial[3] + local[1] * initial[2] - local[2] * initial[1] + local[3] * initial[0]; 

     //new x,y,z of the 3d point using rotation matrix made from the final quaternion 
     float x_new = (float)((1 - 2 * total[2] * total[2] - 2 * total[3] * total[3]) * x_old 
         + (2 * total[1] * total[2] - 2 * total[0] * total[3]) * y_old 
         + (2 * total[1] * total[3] + 2 * total[0] * total[2]) * z_old); 
     float y_new = (float) ((2 * total[1] * total[2] + 2 * total[0] * total[3]) * x_old 
         + (1 - 2 * total[1] * total[1] - 2 * total[3] * total[3]) * y_old 
         + (2 * total[2] * total[3] + 2 * total[0] * total[1]) * z_old); 
     float z_new = (float) ((2 * total[1] * total[3] - 2 * total[0] * total[2]) * x_old 
         + (2 * total[2] * total[3] - 2 * total[0] * total[1]) * y_old 
         + (1 - 2 * total[1] * total[1] - 2 * total[2] * total[2]) * z_old); 
     newpoints.set(i, x_new); 
     newpoints.set(i+1, y_new); 
     newpoints.set(i+2, z_new); 

    } 

    return newpoints; 
    } 
} 

public static void main(String args[]) 
{ 

    ArrayList<Float> list = new ArrayList<>(); 
    list.add(new Float(0)); 
    list.add(new Float(0)); 
    list.add(new Float(-11)); 
    ArrayList<Float> list1 = Point3DRotationQuaternions.rotation3D(list, Math.toRadians(90), 0, 1, 0); 
    for (int i=0;i<list1.size();i++) 
     System.out.print(list1.get(i)+" "); 
} 

現在調用如下rotation3D(points, Math.toRadians(90), 0, 1, 0)。 寫這些方法我用this article

這些是圖中的頂點我嘗試旋轉:

//底部基座

舊頂點:

0.0 0.0 -9.0

0.0 0.0 -11.0

20.0 0.0 -11.0

20.0 0.0 -9.0

新頂點:

-9.0 0.0 -1.9984014E-15

-11.0 0.0 -2.4424907E-15

-11.0 -20.0 0.0

-9.0 0.0 -20.0

//頂部基地

舊頂點:

0.0 20.0 -11.0

0.0 20.0 -9.0

20.0 20.0 -9.0

20.0 20.0 -11.0

新頂點:

-11.0 20.0 -2.4424907E-15

-9.0 20.0 -1.9984014E-15

-9.0 20.0 -20.0

-11.0 20.0 -20.0

//面對

舊頂點:

0.0 20.0 -9.0

0.0 0.0 -9.0

20.0 0.0 -9.0

20.0 20.0 -9。0

新頂點:

-9.0 20.0 -1.9984014E-15

-9.0 0.0 -1.9984014E-15

-9.0 0.0 -20.0

-9.0 20.0 -20.0

//回

老頂點:

20.0 20.0 -9.0

20.0 0.0 -9.0

20.0 0.0 -11.0

20.0 20.0 -11.0

新頂點: -9.0 20.0 -20.0

- 9.0 0.0 -20.0

-11.0 0.0 -20.0

-11.0 20.0 -20.0

//右側

舊頂點:

0.0 0.0 -11.0

0.0 20.0 -11.0

20.0 20.0 -11.0

20.0 0.0 -11.0

新頂點:

-11.0 0.0 -2.4424907E-15

-11.0 20.0 -2.4424907E-15

-11.0 20.0 -20.0

-11.0 -20.0 0.0

//左側底座

舊頂點:

0.0 20.0 -9.0

0.0 20.0 -11.0

0.0 0.0 -11.0

0.0 0.0 -9.0

新頂點:

-9.0 20.0 -1.9984014E-15

-11.0 20.0 -2。4424907E-15

-11.0 0.0 -2.4424907E-15

-9.0 0.0 -1.9984014E-15

+1

您確定要旋轉50弧度?或者你想學位嗎? – 2012-03-23 17:15:06

+0

度是我想要的。 – MRM 2012-03-23 17:24:36

+1

'Math'函數以弧度表示角度,而不是度數。你可以通過'Math.toRadians()'進行轉換。 – 2012-03-23 17:41:59

回答

2

你做total[0] = ...四倍。

+0

哦...是的!愚蠢的我... – MRM 2012-03-23 17:19:55

+0

我糾正了,它旋轉,但它也使不必要的翻譯。 – MRM 2012-03-24 13:10:50