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我在OpenGL中沿樣條路徑動畫一個對象。我正在使用我發現的一些代碼來生成樣條曲線。可悲的是,我還不瞭解它的機制。我希望我的對象對齊以匹配路徑的切線,以便它看起來像它的路徑。如何對齊一個對象以匹配路徑
兩個問題。
如何找到與給定點處的路徑相切的向量?其次,給定矢量和矢量指向,如何旋轉對象來對齊?
這是我的樣條代碼。
public Spline(Vector Path[])
{
ControlPoints = Path;
// Flatten out the control points array.
int len = ControlPoints.length;
float[] controlsX = new float[len];
float[] controlsY = new float[len];
float[] controlsZ = new float[len];
for (int i = 0; i < len; ++i)
{
controlsX[i] = ControlPoints[i].x;
controlsY[i] = ControlPoints[i].y;
controlsZ[i] = ControlPoints[i].z;
}
// Calculate the gamma values just once.
final int n = ControlPoints.length - 1;
float[] gamma = new float[n + 1];
gamma[0] = 1.0f/2.0f;
for (int i = 1; i < n; ++i) gamma[i] = 1/(4 - gamma[i - 1]);
gamma[n] = 1/(2 - gamma[n - 1]);
// Calculate the cubic segments.
cubicX = calcNaturalCubic(n, controlsX, gamma);
cubicY = calcNaturalCubic(n, controlsY, gamma);
cubicZ = calcNaturalCubic(n, controlsZ, gamma);
}
private Cubic[] calcNaturalCubic(int n, float[] x, float[] gamma)
{
float[] delta = new float[n + 1];
delta[0] = 3 * (x[1] - x[0]) * gamma[0];
for (int i = 1; i < n; ++i)
{
delta[i] = (3 * (x[i + 1] - x[i - 1]) - delta[i - 1]) * gamma[i];
}
delta[n] = (3 * (x[n] - x[n - 1])-delta[n - 1]) * gamma[n];
float[] D = new float[n + 1];
D[n] = delta[n];
for (int i = n - 1; i >= 0; --i)
{
D[i] = delta[i] - gamma[i] * D[i + 1];
}
// Calculate the cubic segments.
Cubic[] C = new Cubic[n];
for (int i = 0; i < n; i++) {
final float a = x[i];
final float b = D[i];
final float c = 3 * (x[i + 1] - x[i]) - 2 * D[i] - D[i + 1];
final float d = 2 * (x[i] - x[i + 1]) + D[i] + D[i + 1];
C[i] = new Cubic(a, b, c, d);
}
return C;
}
final public Vector GetPoint(float Position)
{
if(Position >= 1) { return ControlPoints[ControlPoints.length - 1]; }
float position = Position * cubicX.length;
int splineIndex = (int)Math.floor(position);
float splinePosition = position - splineIndex;
return new Vector(cubicX[splineIndex].eval(splinePosition), cubicY[splineIndex].eval(splinePosition), cubicZ[splineIndex].eval(splinePosition));
}
謝謝你的裏NK。我沒有找到。你對找到切線的建議是可以的,但它不太理想,因爲在計算旋轉之前你必須計算出移動。 – 2010-12-21 04:01:30
爲什麼旋轉之前的移動出現問題?你是否希望首先旋轉,然後翻譯物體的正面方向? – 2010-12-21 06:59:39