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On this page
  • 3D Rotation
  • Euler(였일러)
  • μž₯점
  • 단점
  • Quaternion(μΏΌν„°λ‹ˆμ–Έ)
  • μž₯점
  • 단점
  • TCB
  • Euler + Quaternion
  1. DEV_NOTE
  2. 3D Graphic

Rotation

PreviousDecalNextText

Last updated 1 year ago

3D Rotation

3차원 νšŒμ „μ„ λ‹€λ£° λ•Œ μ‚¬μš©λ˜λŠ” λŒ€ν‘œμ μΈ λ°©λ²•λ“€λ‘œ Euler,Quaternionκ°€ μžˆλ‹€.

X, Y, Z 좕에 λŒ€ν•΄ μ„œλ‘œ λ‹€λ₯Έ λ°©μ‹μœΌλ‘œ νšŒμ „μ„ μ •μ˜ν•œλ‹€.

Matrix transformations?

Euler(였일러)

μ„Έκ°€μ§€ νšŒμ „ μΆ•(x, y, z)을 ν•˜λ‚˜μ”© μ—°μ†ν•΄μ„œ κ³„μ‚°ν•˜μ—¬ ν‘œν˜„ν•˜λŠ” 방식 (계산 μˆœμ„œλŠ” λ³€κ²½ κ°€λŠ₯ν•˜λ‹€.)

  • 였일러 각은 였브젝트의 μ„Έκ°€μ§€ μΆ•(X, Y, Z)을 μ€‘μ‹¬μœΌλ‘œ ν•œ νšŒμ „μ„ μ •μ˜ν•˜λŠ” μ„Έ κ°€μ§€ 각도 집합이닀.

  • 즉, μΆ•μ—μ„œ νšŒμ „ν•  λ•Œμ˜ 각도λ₯Ό μ˜λ―Έν•œλ‹€.

  • λ¬Όλ¦¬ν•™μžμΈ λ ˆμ˜€λ‚˜λ₯΄λ“œ 였일러의 이름을 λ”°μ„œ λͺ…λͺ…됨

μž₯점

  • λ°©ν–₯을 μ„€λͺ…ν•˜λŠ” μ„Έκ°œμ˜ κ°λ„λ§Œ μžˆμ–΄ νšŒμ „ 계산이 직관적이고 μ΄ν•΄ν•˜κΈ° 쉽닀.

단점

  • μ„Έ κ°€μ§€ κ°λ„λ‘œλ§Œ μ›€μ§μ΄λŠ” 것에 ν•œκ³„μ™€ μ œμ•½μ΄ μžˆλ‹€.

  • X -> Y -> Z μΆ• νšŒμ „μ΄ μˆœμ„œλŒ€λ‘œ κ³„μ‚°λ˜μ–΄ 짐벌락 ν˜„μƒμ΄ λ°œμƒν•œλ‹€.

짐벌락(Gimbal lock) ν˜„μƒμ΄λž€? νŠΉμ • λ°©ν–₯μ—μ„œ λ‘κ°œμ˜ 좕이 ν•©μ³μ§€λ©΄μ„œ ν•œ 좕에 λŒ€ν•΄ 계산이 λΆˆκ°€λŠ₯ν•΄μ Έ 각도가 μ΄μƒν•˜κ²Œ λŒμ•„κ°€λŠ” 문제

Quaternion(μΏΌν„°λ‹ˆμ–Έ)

μ˜€μΌλŸ¬μ™€ 달리 4개의 κ°’(νšŒμ „ μΆ• + 각도)의 μ‘°ν•©μœΌλ‘œ 3D κ³΅κ°„μ˜ λͺ¨λ“  νšŒμ „μ„ λ‚˜νƒ€λ‚Ό 수 μžˆλŠ” μˆ˜ν•™μ  κ°œλ…

  • νšŒμ „μ˜ 좕을 κ²°μ •ν•˜λŠ” X, Y, Z 의 벑터와 νšŒμ „ 양을 κ²°μ •ν•˜λŠ” W

μž₯점

  • X,Y,Z 좕을 ν•œλ²ˆμ— κ³„μ‚°ν•˜κΈ° λ•Œλ¬Έμ— 짐벌락 ν˜„μƒμ΄ μΌμ–΄λ‚˜μ§€ μ•ŠλŠ”λ‹€.

  • νšŒμ „ 계산이 더 λΉ λ₯΄κ³ , 더 λΆ€λ“œλŸ¬μš΄ νšŒμ „μ„ μ œκ³΅ν•œλ‹€.

단점

  • 180Β° μ΄μƒμ˜ νšŒμ „μ„ ν‘œν˜„ν•˜μ§€ λͺ»ν•œλ‹€.180Β°λ₯Ό λ„˜μ–΄κ°€λ©΄ κΈ°μ€€μ μ—μ„œ κ°€κΉŒμš΄ 곳으둜 νšŒμ „ν•œλ‹€.

SnapAngleμ΄λž€?

TCB

Tension(μž₯λ ₯), Continuity(연속성), Bias(λ°”μ΄μ–΄μŠ€)의 μ•½μž

Euler + Quaternion

μΏΌν„°λ‹ˆμ–Έμ€ 더 μ•ˆμ •μ μ΄κ³  μ •ν™•ν•˜κ²Œ κ³„μ‚°ν•˜λŠ” 이점이 μžˆλŠ” 반면 λ³΅μž‘ν•˜κ³ , μ˜€μΌλŸ¬λŠ” λ‹¨μˆœν•˜κ³  더 μ§κ΄€μ μ΄μ§€λ§Œ νšŒμ „μ„ ν‘œν˜„ν•˜λŠ”λ° μ œμ•½μ΄ μžˆλ‹€. μž‘μ—…ν•˜λ €λŠ” λͺ©μ , μš”κ΅¬μ‚¬ν•­μ— 따라 두 κ°€μ§€ 방법을 μ‘°ν•©ν•˜μ—¬ 였일러 β†’ μΏΌν„°λ‹ˆμ–Έ, μΏΌν„°λ‹ˆμ–Έ β†’ 였일러둜 λ³€ν™˜ν•˜μ—¬ μž‘μ—…μ„ μˆ˜ν–‰ν•˜λŠ” 것이 νš¨κ³Όμ μ΄λ‹€.

  • .Quaternion() -> μΏΌν„°λ‹ˆμ–Έ 객체λ₯Ό μƒμ„±ν•˜λŠ” μƒμ„±μž

  • .Euler() -> 였일러 각 객체λ₯Ό μƒμ„±ν•˜λŠ” μƒμ„―μž

  • .setFromQuaternion(quaternion) -> μΏΌν„°λ‹ˆμ–Έμ„ μ‚¬μš©ν•˜μ—¬ 였일러 각을 μ„€μ •ν•˜λŠ” λ©”μ„œλ“œ

  • .setFromEuler(euler) -> 였일러 객체λ₯Ό μ‚¬μš©ν•˜μ—¬ μΏΌν„°λ‹ˆμ–Έμ„ κ³„μ‚°ν•˜λŠ” λ©”μ„œλ“œ

μΏΌν„°λ‹ˆμ–Έ -> 였일러

const quaternion = new THREE.Quaternion(x, y, z, w);
const quatToEuler = new THREE.Euler().setFromQuaternion(quaternion)

였일러 -> μΏΌν„°λ‹ˆμ–Έ

const euler = new THREE.Euler(x, y, z);
const eulerToQuat = new THREE.Quaternion().setFromEuler(euler);
const radToDeg = (rad) => (rad / Math.PI) / 180;
const degToRad = (deg) => (deg / 180 ) * Math.PI;

νšŒμ „μ˜ κ°λ„λŠ” μš°λ¦¬κ°€ ν”νžˆ μƒκ°ν•˜λŠ” 각도(degree)κ°€ μ•„λ‹Œ Radin값을 μ‚¬μš©ν•œλ‹€.