1
我目前有代碼可以生成分割點,並且在每個分割點將在點周圍的短圓柱體內生成一些點(在3D中,分割位置全部具有0.0F的az值我想有不同的z值在一行中 - 即它仍然在一行中,但例如在z = 3x的行中),但x和y是隨機的。然而,目前所有生成的點都位於面向上的圓柱體中,我希望能夠旋轉這些點,使它們「生成」的圓柱體面向兩個分段之間的方向。 Here's它應該看起來像什麼與它目前看起來像什麼的圖像c# - 關於軸的旋轉點
我發現this有關圍繞軸的旋轉點的類似問題;我接受了答案,並將該代碼用於我的RotatePoints()函數,但它似乎不能正常工作,我不知道爲什麼。下面是我的僞代碼,我需要做些什麼才能讓這個函數正常工作?有一個更好的方法嗎?這些點只需要在一個旋轉的圓柱體內生成,那麼完全不同的方法會更加高效和容易?
我所擁有的是每個片段的位置,每個點在本地空間中存儲爲Vector3 {x,y,z}。
僞代碼
double radius;
// Generates the positions where the points will be generated around
// These are just the x,y,z positions of the object in world space
Vector3[] segmentLocations = GenerateSegmentPositions(numSegments);
for (int i = 0; i < numSegments; i++) {
// Generates points in a cylinder facing up the +ve y-axis
// This works fine
Vector3[][] pointsAroundSegment = GeneratePoints(segmentLocations[i], radius);
if (i != numSegments - 1 && i > 0) {
// Generate a normalise direction vector for the new direction
Vector3 newDir = Vector3.Normalise(segmentLocations[i + 1] - segmentLocations[i]);
double theta = Vector3.AngleBetween(newDir - Vector3.Normalise(segmentLocations[i] - segmentLocations[i - 1]));
// Rotates points (this currently rotates the points so they 'should' be facing the new direction, I haven't yet modified this to face the halfway point)
// This doesn't work
pointsAroundSegment = RotatePoints(pointsAroundSegment, newDir, theta/2);
} else if (i == numSegments - 1) {
// Generate final point
// This works fine
pointsAboutSegment = GenerateFinalPoint(segmentLocations[i]);
}
}
// This is the actual rotation function
// RotatePoints() effectively just calls this for each point in the array
public static double[] Rotate(double x, double y, double z, double u, double v, double w, double theta) {
double[] c = new double[3];
c [0] = u * (u * x + v * y + w * z) * (1 - Math.Cos (theta)) + x * Math.Cos (theta) + (-w * y + v * z) * Math.Sin (theta);
c [1] = v * (u * x + v * y + w * z) * (1 - Math.Cos (theta)) + y * Math.Cos (theta) + (w * x - u * z) * Math.Sin (theta);
c [2] = w * (u * x + v * y + w * z) * (1 - Math.Cos (theta)) + z * Math.Cos (theta) + (-v * x + u * y) * Math.Sin (theta);
return c;
}
我認爲該公式旋轉圍繞原點的段周圍的點,我可能是錯的,但我認爲你想旋轉你的當前段的位置。嘗試簡化公式[f(x,y,z,a,b,c,u,v,w,θ)](https://sites.google.com/site/glennmurray/Home/rotation-matrices-and (a,b,c)是當前分段的位置。 – Poosh
你說得對。該簡化的公式起作用。謝謝! –
很高興幫助! – Poosh