我一直在努力做的鲁比克魔方的为Android。我对轮换一个问题。我想旋转的数字视觉上是正确的。这意味着,如果用户的触摸屏和他的举动后,手指向右一个数字旋转到正确的观察点的一侧。但是,当我做一些旋转的身影开始朝着不正确的方向。据我所知,这取决于该轴是改变自己的处境。不过,我试图用逆模型矩阵以获取必要的坐标,但是我还没有结果。任何人可以给我的例子或3D图形的视觉正确的旋转连接鼠标或触摸屏的帮助?
//取得联系的矢量3D
Vector3f touchVector = getRubikSystemCoordinates(mTouchX,mTouchY,square.rubikRotationMatrix);
//获取移动矢量3D
Vector3f moveVector = getRubikSystemCoordinates(mMoveX,mMoveY,square.rubikRotationMatrix);
//获取运动方向
浮动方向= touchVector.substractFrom(moveVector);
//获取轴旋转
Vector3f轴= touchVector.vectorProductTo(moveVector);
//规范化轴
axis.normalize();
//获取旋转角
浮动角= direction.length;
//使身份四
四元数四=新四元数();
//使旋转四
quad.makeRotationKvaternion(角,轴);
//从四免费获赠矩阵
Matrix4f矩阵= quad.toMatrix();
//乘以当前模型视图矩阵
gl.glMultMatrixf(matrix.returnArray(),0);
//保存旋转矩阵
square.rotationMatrix = square.rotationMatrix.multiply(矩阵);
//保存模型视图矩阵
square.saveModelView(square.initMatrix.returnArray());
//触摸COORDS当前的模型视图COORDS
私人Vector3f getRubikSystemCoordinates(浮X,浮动Y,Matrix4f矩阵){
//触摸COORDS屏幕的正常COORDS
Vector2f normalCoords =(新Vector2f(X,Y))toNormalScreenCoordinates(Settings.viewPort [2],Settings.viewPort [3])。
//为球体三维COORDS
Vector3f sphereVector =新Vector3f(normalCoords.x,normalCoords.y,FloatMath.sqrt(2-normalCoords.x * normalCoords.x-normalCoords.y * normalCoords.y));
//获取逆矩阵的模型视图矩阵
Matrix4f米= matrix.inverseMatrix();
//获取载体当前模型视图三维COORDS
Vector3f矢量= m.multiplyToVector(向量);
//使规范化矢量
vector.normalize();
返回向量;
}
解决方案
您要查找的内容被命名为弧形球的旋转。你会发现很多资源在互联网上围绕Java这一点。
I have been trying to do Cube of Rubik for android. I have one question about rotations. I want to rotate a figure visually correct. It means if user touch screen and after move his finger to right a figure rotate to right from side of observation point. But when I make some rotations the figure start move in not correct direction. I understand that it depends on that axis are change their situation. But I tried to use inverse model matrix to get necessary coordinates, but I haven't already result. Could anybody give me example or link of visually correct rotation of 3D figure with help of mouse or touch screen?
//get vector 3D of touch
Vector3f touchVector = getRubikSystemCoordinates(mTouchX,mTouchY,square.rubikRotationMatrix);
//Get vector 3D of move
Vector3f moveVector = getRubikSystemCoordinates(mMoveX,mMoveY,square.rubikRotationMatrix);
//get direction of motion
float direction = touchVector.substractFrom(moveVector);
//get axis for rotation
Vector3f axis = touchVector.vectorProductTo(moveVector);
//normalize axis
axis.normalize();
//get angle of rotation
float angle = direction.length;
//make identity Quad
Quaternion quad = new Quaternion();
//make rotation quad
quad.makeRotationKvaternion(angle,axis);
//from quad recieve matrix
Matrix4f matrix = quad.toMatrix();
//multiply to current modelview matrix
gl.glMultMatrixf(matrix.returnArray(),0);
//save rotation matrix
square.rotationMatrix = square.rotationMatrix.multiply(matrix);
//save modelView matrix
square.saveModelView(square.initMatrix.returnArray());
// touch coords to current modelView coords
private Vector3f getRubikSystemCoordinates(float x, float y, Matrix4f matrix){
// touch coords to normal coords of screen
Vector2f normalCoords = (new Vector2f(x,y)).toNormalScreenCoordinates(Settings.viewPort[2],Settings.viewPort[3]);
// to sphere coords in 3D
Vector3f sphereVector = new Vector3f(normalCoords.x,normalCoords.y, FloatMath.sqrt(2-normalCoords.x*normalCoords.x-normalCoords.y*normalCoords.y));
//Get inverse matrix from ModelView Matrix
Matrix4f m = matrix.inverseMatrix();
//Get vector for current modelView 3D coords
Vector3f vector = m.multiplyToVector(vector);
// make normalize vector
vector.normalize();
return vector;
}
解决方案
What you're looking for is named arcball rotation. You'll find plenty of resources in java around the internet on this.