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
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engine/src/core/com/jme3
@ -233,45 +233,45 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
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/**
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* <code>fromAngles</code> builds a Quaternion from the Euler rotation
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* angles (y,r,p). Note that we are applying in order: roll, pitch, yaw but
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* angles (x,y,z) aka (pitch, yaw, rall)). Note that we are applying in order: roll, yaw, pitch but
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* we've ordered them in x, y, and z for convenience.
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* @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>
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*
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* @param yaw
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* the Euler yaw of rotation (in radians). (aka Bank, often rot
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* @param xAngle
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* the Euler pitch of rotation (in radians). (aka Bank, often rot
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* around x)
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* @param roll
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* the Euler roll of rotation (in radians). (aka Heading, often
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* @param yAngle
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* the Euler yaw of rotation (in radians). (aka Heading, often
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* rot around y)
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* @param pitch
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* the Euler pitch of rotation (in radians). (aka Attitude, often
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* @param zAngle
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* the Euler roll of rotation (in radians). (aka Attitude, often
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* rot around z)
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*/
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public Quaternion fromAngles(float yaw, float roll, float pitch) {
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public Quaternion fromAngles(float xAngle, float yAngle, float zAngle) {
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float angle;
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float sinRoll, sinPitch, sinYaw, cosRoll, cosPitch, cosYaw;
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angle = pitch * 0.5f;
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sinPitch = FastMath.sin(angle);
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cosPitch = FastMath.cos(angle);
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angle = roll * 0.5f;
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sinRoll = FastMath.sin(angle);
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cosRoll = FastMath.cos(angle);
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angle = yaw * 0.5f;
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sinYaw = FastMath.sin(angle);
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cosYaw = FastMath.cos(angle);
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float sinY, sinZ, sinX, cosY, cosZ, cosX;
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angle = zAngle * 0.5f;
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sinZ = FastMath.sin(angle);
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cosZ = FastMath.cos(angle);
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angle = yAngle * 0.5f;
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sinY = FastMath.sin(angle);
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cosY = FastMath.cos(angle);
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angle = xAngle * 0.5f;
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sinX = FastMath.sin(angle);
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cosX = FastMath.cos(angle);
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// variables used to reduce multiplication calls.
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float cosRollXcosPitch = cosRoll * cosPitch;
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float sinRollXsinPitch = sinRoll * sinPitch;
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float cosRollXsinPitch = cosRoll * sinPitch;
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float sinRollXcosPitch = sinRoll * cosPitch;
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float cosYXcosZ = cosY * cosZ;
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float sinYXsinZ = sinY * sinZ;
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float cosYXsinZ = cosY * sinZ;
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float sinYXcosZ = sinY * cosZ;
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w = (cosRollXcosPitch * cosYaw - sinRollXsinPitch * sinYaw);
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x = (cosRollXcosPitch * sinYaw + sinRollXsinPitch * cosYaw);
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y = (sinRollXcosPitch * cosYaw + cosRollXsinPitch * sinYaw);
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z = (cosRollXsinPitch * cosYaw - sinRollXcosPitch * sinYaw);
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w = (cosYXcosZ * cosX - sinYXsinZ * sinX);
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x = (cosYXcosZ * sinX + sinYXsinZ * cosX);
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y = (sinYXcosZ * cosX + cosYXsinZ * sinX);
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z = (cosYXsinZ * cosX - sinYXcosZ * sinX);
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normalize();
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normalizeLocal();
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return this;
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}
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@ -983,15 +983,15 @@ public abstract class Spatial implements Savable, Cloneable, Collidable, Asset {
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}
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/**
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* Rotates the spatial by the yaw, roll and pitch angles (in radians),
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* in the local coordinate space.
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* Rotates the spatial by the xAngle, yAngle and zAngle angles (in radians),
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* (aka pitch, yaw, roll) in the local coordinate space.
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*
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* @return The spatial on which this method is called, e.g <code>this</code>.
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*/
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public Spatial rotate(float yaw, float roll, float pitch) {
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public Spatial rotate(float xAngle, float yAngle, float zAngle) {
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TempVars vars = TempVars.get();
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Quaternion q = vars.quat1;
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q.fromAngles(yaw, roll, pitch);
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q.fromAngles(xAngle, yAngle, zAngle);
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rotate(q);
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vars.release();
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