我正在尝试在3D曲线的每个点周围渲染圆圈。基本上是为曲线创建管状结构。但是,如图所示,圆的方向是错误的。下面是在计算弗雷内框架后圆对象的模型矩阵计算。我错在哪里了?
参考资料,绿线是切线,蓝线是法线,红线是副法线。
Frenet Frame Calculations
:
glm::vec3 pointback = curve_points[i-1];
glm::vec3 pointmid = curve_points[i];
glm::vec3 pointforward = curve_points[i+1];
glm::vec3 forward_tangent_vector = glm::vec3(glm::normalize(pointforward - pointmid)) ;
glm::vec3 backward_tangent_vector = glm::vec3(glm::normalize(pointmid - pointback)) ;
glm::vec3 second_order_tangent = glm::normalize(forward_tangent_vector - backward_tangent_vector);
glm::vec3 binormal = glm::normalize(glm::cross(forward_tangent_vector, second_order_tangent));
glm::vec3 normal = glm::normalize(glm::cross(binormal, forward_tangent_vector));
用于圆形计算的模型矩阵
glm::mat3 tbn = glm::mat3(forward_tangent_vector,binormal,normal);
glm::vec3 normal_axis = glm::vec3(0, 1, 0);
//normal_axis = forward_tangent_vector;
glm::vec3 circleNormal = glm::normalize(tbn * normal_axis);
glm::vec3 rotationAxis = glm::cross(normal_axis, circleNormal);
float rotationAngle = glm::acos(glm::dot(normal_axis, circleNormal));
R = glm::rotate(R, glm::degrees(rotationAngle), rotationAxis);
T = glm::translate(T, pointmid);
glm::mat4 Model = T*R;
float x = 0.1f*cos(dt * i);
float y = 0.f;
float z = 0.1f*sin(dt * i);
- jaykumarark