先前的答案给出了使用角度的有效解决方案。此答案将提供另一种方法。
正交基向量,重命名为F = lookAt, R = sideaxis, U = rotatedup,直接形成3x3旋转矩阵的列,相当于你想要的四元数:
与向量相乘相当于将所述向量的分量作为相机基础中的坐标。
可以将 3x3 旋转矩阵转换为四元数无需转换为角度/使用昂贵的三角函数。下面是一个数值稳定的 C++ sn-p,它会返回一个标准化的四元数:
inline void CalculateRotation( Quaternion& q ) const {
float trace = a[0][0] + a[1][1] + a[2][2];
if( trace > 0 ) {
float s = 0.5f / sqrtf(trace + 1.0f);
q.w = 0.25f / s;
q.x = ( a[2][1] - a[1][2] ) * s;
q.y = ( a[0][2] - a[2][0] ) * s;
q.z = ( a[1][0] - a[0][1] ) * s;
} else {
if ( a[0][0] > a[1][1] && a[0][0] > a[2][2] ) {
float s = 2.0f * sqrtf( 1.0f + a[0][0] - a[1][1] - a[2][2]);
q.w = (a[2][1] - a[1][2] ) / s;
q.x = 0.25f * s;
q.y = (a[0][1] + a[1][0] ) / s;
q.z = (a[0][2] + a[2][0] ) / s;
} else if (a[1][1] > a[2][2]) {
float s = 2.0f * sqrtf( 1.0f + a[1][1] - a[0][0] - a[2][2]);
q.w = (a[0][2] - a[2][0] ) / s;
q.x = (a[0][1] + a[1][0] ) / s;
q.y = 0.25f * s;
q.z = (a[1][2] + a[2][1] ) / s;
} else {
float s = 2.0f * sqrtf( 1.0f + a[2][2] - a[0][0] - a[1][1] );
q.w = (a[1][0] - a[0][1] ) / s;
q.x = (a[0][2] + a[2][0] ) / s;
q.y = (a[1][2] + a[2][1] ) / s;
q.z = 0.25f * s;
}
}
}
来源:http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion
将其转换为适合您的情况当然只是将矩阵元素与相应的向量分量交换:
// your code from before
F = normalize(target - camera); // lookAt
R = normalize(cross(F, worldUp)); // sideaxis
U = cross(R, F); // rotatedup
// note that R needed to be re-normalized
// since F and worldUp are not necessary perpendicular
// so must remove the sin(angle) factor of the cross-product
// same not true for U because dot(R, F) = 0
// adapted source
Quaternion q;
double trace = R.x + U.y + F.z;
if (trace > 0.0) {
double s = 0.5 / sqrt(trace + 1.0);
q.w = 0.25 / s;
q.x = (U.z - F.y) * s;
q.y = (F.x - R.z) * s;
q.z = (R.y - U.x) * s;
} else {
if (R.x > U.y && R.x > F.z) {
double s = 2.0 * sqrt(1.0 + R.x - U.y - F.z);
q.w = (U.z - F.y) / s;
q.x = 0.25 * s;
q.y = (U.x + R.y) / s;
q.z = (F.x + R.z) / s;
} else if (U.y > F.z) {
double s = 2.0 * sqrt(1.0 + U.y - R.x - F.z);
q.w = (F.x - R.z) / s;
q.x = (U.x + R.y) / s;
q.y = 0.25 * s;
q.z = (F.y + U.z) / s;
} else {
double s = 2.0 * sqrt(1.0 + F.z - R.x - U.y);
q.w = (R.y - U.x) / s;
q.x = (F.x + R.z) / s;
q.y = (F.y + U.z) / s;
q.z = 0.25 * s;
}
}
(如果您使用的是 OpenGL,则不用说交换 y 和 z。)