我试图渲染一个三维曲线的每个点周围的圆圈。基本上试着为曲线创建一个类似管状的结构。但是,圆的方向是错误的,如图像所示。下面是我对圆周对象的模型矩阵的计算,在计算了frenet框架之后。我哪里出问题了?作为参考,绿线是切线,蓝色是标准线,红色是二法线。


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));Model Matrix for Circle calculations
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;发布于 2015-10-29 16:35:40
最容易做到这一点的方法是使用法语-Serret框架,更常见的称为TBN框架或TBN矩阵。下面是操作步骤:
一个容易理解的解释可以在这里找到:http://www.blackpawn.com/texts/pqtorus/
https://stackoverflow.com/questions/33402176
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