围绕一个枢轴点旋转刚体

Rotating a RigidBody around a pivot point

本文关键字:旋转 一个      更新时间:2023-10-16

我正在尝试围绕枢轴点(在本例中为原点)旋转刚体,而不是其质心。

我有一个建议,应用三个转换:

  1. 将刚体转换为原点

  2. 使刚体绕其质心旋转

  3. 使刚体脱离原点

下面是我的代码:
btMatrix3x3 orn = btPhys->getWorldTransform().getBasis();   
btQuaternion quat;
orn.getRotation(quat);
btVector3 axis = quat.getAxis();
//Move rigidbody 2 units along its axis to the origin
btPhys->translate(btVector3(-2.0 * axis.getX(), 0.0, -2.0 * axis.getZ()));
//Rotate the rigidbody by 1 degree on its center of mass
orn *= btMatrix3x3(btQuaternion( btVector3(1, 0, 0), btScalar(degreesToRads(-1))));
btPhys->getWorldTransform().setBasis(orn);  
//Update axis variable to apply transform on
orn.getRotation(quat);
axis = quat.getAxis();
//Move the rigidbody 2 units along new axis
btPhys->translate(btVector3(2.0 * axis.getX(), 0.0, 2.0 * axis.getZ())); 

然而,枢轴点似乎在四处移动,而不是停留在一个地方(原点)。是否有更好的方法(实际上是有效的)旋转刚体围绕一个枢轴点?

编辑:

我为rotate函数添加了一些安全性检查代码:

//Code that doesn't work
btVector3 invTrans = btPhys->offsetToPivot.rotate(btVector3(1.0, 0.0, 0.0), btScalar(degreesToRads(-1)));
//Values printed out are identical to offsetToPivot
printf("invTrans: %f %f %fn", invTrans.getX(), invTrans.getY(), invTrans.getZ());
//Sanity code that DOES work
//Arbitrary vector
btVector3 temp = btVector3(0.0, 2.0, 0.0);
temp = temp.rotate(btVector3(1.0, 0.0, 0.0), btScalar(degreesToRads(-1)));
printf("temp %f %f %fn", temp.getX(), temp.getY(), temp.getZ());

这个方法实际上是有效的,你只是错误地应用了它。你的第二次平移是沿着世界轴进行的,但是你已经旋转了物体,所以你必须沿着旋转的向量将它平移回来。

正确的代码应该是这样的:

btMatrix3x3 orn = btPhys->getWorldTransform().getBasis();   
btQuaternion quat;
orn.getRotation(quat);
btVector3 axis = quat.getAxis();
//Move rigidbody 2 units along its axis to the origin
btPhys->translate(btVector3(-2.0 * axis.getX(), 0.0, -2.0 * axis.getZ()));
//Rotate the rigidbody by 1 degree on its center of mass
orn *= btMatrix3x3(btQuaternion( btVector3(1, 0, 0), btScalar(degreesToRads(-1))));
btPhys->getWorldTransform().setBasis(orn);  
//Get rotation matrix
btTransform invRot(btQuaternion(btVector3(1, 0, 0), btScalar(degreesToRads(-1))),btVector3(0,0,0));
//Rotate your first translation vector with the matrix
btVector3 invTrans(-2.0 * axis.getX(), 0.0, -2.0 * axis.getZ());
invTrans = invRot * invTrans;
//Update axis variable to apply transform on
orn.getRotation(quat);
axis = quat.getAxis();
//Translate back by rotated vector
btPhys->translate(-invTrans); 

我不确定是否旋转不应该与负(我不能检查它现在),但你可以很容易地尝试两者。

编辑。

好,你忘了说你执行的是连续旋转而不是单个旋转。这个程序是正确的单旋转围绕枢轴(如。30度旋转)。我再一次看了你的代码,我明白你试图执行你的第一次翻译沿本地x和z轴。然而,事实并非如此。这一行:

btVector3 axis = quat.getAxis();

变量轴是一个单位向量,表示对象围绕其旋转的轴。不是它的坐标系。我以前没有注意到这部分。四元数很棘手,你应该多读一些关于它们的知识,因为很多人都误用了它们。

在连续情况下工作的解决方案是将最后一次平移(从质心到枢轴-在我的例子中它由invTrans表示)存储在对象中,并使用它来执行第一次平移,然后以相同的方式旋转它,并使用它移动到正确的位置。

更正后的代码是这样的:

btMatrix3x3 orn = btPhys->getWorldTransform().getBasis();   
btQuaternion quat;
orn.getRotation(quat);
//Move rigidbody 2 units along its axis to the origin
btPhys->translate(btPhys->offsetToPivot);
//Rotate the rigidbody by 1 degree on its center of mass
orn *= btMatrix3x3(btQuaternion( btVector3(1, 0, 0), btScalar(degreesToRads(-1))));
btPhys->getWorldTransform().setBasis(orn);  
//Get rotation matrix
btTransform invRot(btQuaternion(btVector3(1, 0, 0), btScalar(degreesToRads(-1))),btVector3(0,0,0));
//Rotate your first translation vector with the matrix
btVector3 invTrans = invRot * btPhys->offsetToPivot;
//Update axis variable to apply transform on
orn.getRotation(quat);
axis = quat.getAxis();
//Translate back by rotated vector
btPhys->translate(-invTrans); 
btPhys->offsetToPivot = invTrans;

然而,在开始整个过程之前,您必须将offsetToPivot设置为相对于质心的位置。

我有一个印象,你的问题的主要来源是缺乏对线性代数和基本空间变换的理解。如果你打算继续在这个领域工作,我强烈建议你阅读这个主题。把你的问题写在纸上也很有帮助。

EDIT2 .

好的,我试了你的代码:

btVector3 temp = vec3(0,2,0);
btTransform invRot(btQuaternion(btVector3(1, 0, 0), btScalar(-0.017453f)),btVector3(0,0,0));
temp = invRot * temp;

之后,temp等于{0.000000000, 1.99969542, -0.0349042267}

在下面的函数中,这些转换执行您描述的三个步骤:

int x = cos(angRads) * (initial.x - axisOfRotation.x) - sin(angRads) * (initial.y - axisOfRotation.y) + axisOfRotation.x;      
int y = sin(angRads) * (initial.x - axisOfRotation.x) + cos(angRads) * (initial.y - axisOfRotation.y) + axisOfRotation.y;

即:

步骤1:将刚体转换为原点

    initial.x - axisOfRotation.x
    initial.y - axisOfRotation.y

步骤2:旋转刚体的质心

    cos(angRads) * initial.x - sin(angRads) * initial.y
    sin(angRads) * initial.x + cos(angRads) * initial.y 

步骤3:将刚体从原点变换。

    +axisOfRotation.x;
    +axisOfRotation.y;

这是一个递归函数,它执行您所需要的操作并返回向量中所有连续旋转的点:(用作基准)

rotateCoordinate(vector<Point>& rotated, Point& axisOfRotation, Point initial, 
                            float angRads, int numberOfRotations){
    // base case: when all rotations performed return vector holding the rotated points
    if(numberOfRotations <= 0) return;
    else{
        // apply transformation on the initial point
        int x = cos(angRads) * (initial.x - axisOfRotation.x) - sin(angRads) * (initial.y - axisOfRotation.y) + axisOfRotation.x;
        int y = sin(angRads) * (initial.x - axisOfRotation.x) + cos(angRads) * (initial.y - axisOfRotation.y) + axisOfRotation.y;
        // save the result
        rotated.push_back(Point(x, y));
        // call the same function this time on the rotated point and decremented number of rotations
        rotateCoordinate(rotated, axisOfRotation, Point(x,y), angRads, numberOfRotations -1);
    }
}

其中Point为:

struct Point {
    int x, y;
    Point(int xx, int yy) : x(xx), y(yy) { }
    Point() :x(0), y(0) { }
};

为进一步阅读,解释背后的数学在这里