问题
Suppose you have quaternion that describes the rotation of a 3D Model.
What I want to do is, given an Object (with rotationQuaternion, side vector...), I want to align it to a target point.
For a spaceship, I want the cockpit to point to a target.
Here is some code I have ... It's not doing what I want and I don't know why...
if (_target._ray.Position != _obj._ray.Position)
{
Vector3 vec = Vector3.Normalize(_target._ray.Position - _obj._ray.Position);
float angle = (float)Math.Acos(Vector3.Dot(vec, _obj._ray.Direction));
Vector3 cross = Vector3.Cross(vec, _obj._ray.Direction);
if (cross == Vector3.Zero)
cross = _obj._side;
_obj._rotationQuaternion *= Quaternion.CreateFromAxisAngle(cross,angle);
}
// Updates direction, up, side vectors and model Matrix
_obj.UpdateMatrix();
after some time the rotationQuaternion is filled with almost Zero at X,Y,Z and W
Any help? Thanks ;-)
回答1:
Your code's a bit funky.
if (_target._ray.Position != _obj._ray.Position)
{
This may or may not be correct. Clearly, you've overridden the equals comparator. The correct thing be be doing here would be to ensure that the dot-product between the two (unit-length) rays is close to 1. If the rays have the same origin, then presumably have equal 'positions' means they're the same.
Vector3 vec = Vector3.Normalize(_target._ray.Position - _obj._ray.Position);
This seems particularly wrong. Unless the minus operator has been overridden in a strange way, subtracting this way doesn't make sense.
Here's pseudocode for what I recommend:
normalize3(targetRay);
normalize3(objectRay);
angleDif = acos(dotProduct(targetRay,objectRay));
if (angleDif!=0) {
orthoRay = crossProduct(objectRay,targetRay);
normalize3(orthoRay);
deltaQ = quaternionFromAxisAngle(orthoRay,angleDif);
rotationQuaternion = deltaQ*rotationQuaternion;
normalize4(rotationQuaternion);
}
Two things to note here:
- Quaternions are not commutative. I've assumed that your quaternions are rotating column vectors; so I put deltaQ on the left. It's not clear what your *= operator is doing.
- It's important to regularly normalize your quaternions after multiplication. Otherwise small errors accumulate and they drift away from unit length causing all manner of grief.
回答2:
This is a shortcut I've used to get the quaternion for lock-on-target rotation:
Matrix rot = Matrix.CreateLookAt(_arrow.Position, _cube.Position, Vector3.Down);
_arrow.Rotation = Quaternion.CreateFromRotationMatrix(rot);
For this example, I'm rendering an arrow and a cube, where the cube is moving around in a circle, and with the above code the arrow is always pointing at the cube. (Though I imagine there are some edge cases when cube is exactly above or below).
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Once you get this quaternion (from spaceship to target), you can use Quaternion.Lerp()
to interpolate between current ship rotation and the aligned one. This will give your rotation a smooth transition (not just snap to target).
Btw, might be that your rotation gets reduced to zero because you're using *=
when assigning to it.
回答3:
OMG! It worked!!!
Vector3 targetRay = Vector3.Normalize(_target._ray.Position - _obj._ray.Position);
Vector3 objectRay = Vector3.Normalize(_obj._ray.Direction);
float angle = (float)Math.Acos(Vector3.Dot(targetRay, objectRay));
if (angle!=0)
{
Vector3 ortho = Vector3.Normalize(Vector3.Cross(objectRay, targetRay));
_obj._rotationQuaternion = Quaternion.CreateFromAxisAngle(ortho, angle) * _obj._rotationQuaternion;
_obj._rotationQuaternion.Normalize();
}
_obj.UpdateMatrix();
Thank you very much JCooper!!!
And niko I like the idea of Lerp ;-)
来源:https://stackoverflow.com/questions/13258413/quaternions-rotate-a-model-and-align-with-a-direction