Fixed naming of pitch, yaw, roll thing in rotation that was wrong. Now they are named xAngle, yAngle, zAngle in Spatial and Quaternion. Pitch , Yaw, Roll are just mentionned in the javadoc.

There has been several posts about that, the last in date is here http://jmonkeyengine.org/groups/general-2/forum/topic/confused-about-euler-axes-and-jme-axes/#post-169736

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9271 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
3.0
rem..om 13 years ago
parent 3dc9a591b7
commit a4c1fd7670
  1. 54
      engine/src/core/com/jme3/math/Quaternion.java
  2. 8
      engine/src/core/com/jme3/scene/Spatial.java

@ -233,45 +233,45 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
/**
* <code>fromAngles</code> builds a Quaternion from the Euler rotation
* angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
* angles (x,y,z) aka (pitch, yaw, rall)). Note that we are applying in order: roll, yaw, pitch but
* we've ordered them in x, y, and z for convenience.
* @see <a href="http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm">http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm</a>
*
* @param yaw
* the Euler yaw of rotation (in radians). (aka Bank, often rot
* @param xAngle
* the Euler pitch of rotation (in radians). (aka Bank, often rot
* around x)
* @param roll
* the Euler roll of rotation (in radians). (aka Heading, often
* @param yAngle
* the Euler yaw of rotation (in radians). (aka Heading, often
* rot around y)
* @param pitch
* the Euler pitch of rotation (in radians). (aka Attitude, often
* @param zAngle
* the Euler roll of rotation (in radians). (aka Attitude, often
* rot around z)
*/
public Quaternion fromAngles(float yaw, float roll, float pitch) {
public Quaternion fromAngles(float xAngle, float yAngle, float zAngle) {
float angle;
float sinRoll, sinPitch, sinYaw, cosRoll, cosPitch, cosYaw;
angle = pitch * 0.5f;
sinPitch = FastMath.sin(angle);
cosPitch = FastMath.cos(angle);
angle = roll * 0.5f;
sinRoll = FastMath.sin(angle);
cosRoll = FastMath.cos(angle);
angle = yaw * 0.5f;
sinYaw = FastMath.sin(angle);
cosYaw = FastMath.cos(angle);
float sinY, sinZ, sinX, cosY, cosZ, cosX;
angle = zAngle * 0.5f;
sinZ = FastMath.sin(angle);
cosZ = FastMath.cos(angle);
angle = yAngle * 0.5f;
sinY = FastMath.sin(angle);
cosY = FastMath.cos(angle);
angle = xAngle * 0.5f;
sinX = FastMath.sin(angle);
cosX = FastMath.cos(angle);
// variables used to reduce multiplication calls.
float cosRollXcosPitch = cosRoll * cosPitch;
float sinRollXsinPitch = sinRoll * sinPitch;
float cosRollXsinPitch = cosRoll * sinPitch;
float sinRollXcosPitch = sinRoll * cosPitch;
float cosYXcosZ = cosY * cosZ;
float sinYXsinZ = sinY * sinZ;
float cosYXsinZ = cosY * sinZ;
float sinYXcosZ = sinY * cosZ;
w = (cosRollXcosPitch * cosYaw - sinRollXsinPitch * sinYaw);
x = (cosRollXcosPitch * sinYaw + sinRollXsinPitch * cosYaw);
y = (sinRollXcosPitch * cosYaw + cosRollXsinPitch * sinYaw);
z = (cosRollXsinPitch * cosYaw - sinRollXcosPitch * sinYaw);
w = (cosYXcosZ * cosX - sinYXsinZ * sinX);
x = (cosYXcosZ * sinX + sinYXsinZ * cosX);
y = (sinYXcosZ * cosX + cosYXsinZ * sinX);
z = (cosYXsinZ * cosX - sinYXcosZ * sinX);
normalize();
normalizeLocal();
return this;
}

@ -983,15 +983,15 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
}
/**
* Rotates the spatial by the yaw, roll and pitch angles (in radians),
* in the local coordinate space.
* Rotates the spatial by the xAngle, yAngle and zAngle angles (in radians),
* (aka pitch, yaw, roll) in the local coordinate space.
*
* @return The spatial on which this method is called, e.g <code>this</code>.
*/
public Spatial rotate(float yaw, float roll, float pitch) {
public Spatial rotate(float xAngle, float yAngle, float zAngle) {
TempVars vars = TempVars.get();
Quaternion q = vars.quat1;
q.fromAngles(yaw, roll, pitch);
q.fromAngles(xAngle, yAngle, zAngle);
rotate(q);
vars.release();

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