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C++ 点绕z轴的旋转_C++_Algorithm_Math_3d_Rotation - Fatal编程技术网

C++ 点绕z轴的旋转

C++ 点绕z轴的旋转,c++,algorithm,math,3d,rotation,C++,Algorithm,Math,3d,Rotation,我在三维空间中有3个向量。让我们称它们为xaxis,yaxis,和zaxis。这些向量以三维空间中的任意点为中心。我感兴趣的是将xaxis和yaxis向量关于zaxis向量旋转若干度θ 对于以下值任意且不重要的代码: double xaxis[3], yaxis[3], zaxis[3], point[3], theta; 我如何将xaxis和yaxis旋转zaxis角度 未来注意:这些尝试不起作用。请参阅我的答案,以了解在BlueRaja DannyPflughoeft的帮助下找到的正确解决

我在三维空间中有3个向量。让我们称它们为
xaxis
yaxis
,和
zaxis
。这些向量以三维空间中的任意
点为中心。我感兴趣的是将
xaxis
yaxis
向量关于
zaxis
向量旋转若干度
θ

对于以下值任意且不重要的代码:

double xaxis[3], yaxis[3], zaxis[3], point[3], theta;
我如何将
xaxis
yaxis
旋转
zaxis
角度

未来注意:这些尝试不起作用。请参阅我的答案,以了解在BlueRaja DannyPflughoeft的帮助下找到的正确解决方案

我尝试基于矩阵的旋转:

double rx[3][3];
double ry[3][3];
double rz[3][3];
double r[3][3];

rx[0][0] = 1;
rx[0][1] = 0;
rx[0][2] = 0;

rx[1][0] = 0;
rx[1][1] = cos(theta);
rx[1][2] = sin(theta);

rx[2][0] = 0;
rx[2][1] = -1.0 * sin(theta);
rx[2][2] = cos(theta);

ry[0][0] = cos(theta);
ry[0][1] = 0;
ry[0][2] = -1.0 * sin(theta);

ry[1][0] = 0;
ry[1][1] = 1;
ry[1][2] = 0;

ry[2][0] = sin(theta);
ry[2][1] = 0;
ry[2][2] = cos(theta);
//No rotation wanted on the zaxis
rz[0][0] = cos(0);
rz[0][1] = sin(0);
rz[0][2] = 0;

rz[1][0] = -1.0 * sin(0);
rz[1][1] = cos(0);
rz[1][2] = 0;

rz[2][0] = 0;
rz[2][1] = 0;
rz[2][2] = 1;

vtkMath::Multiply3x3(rx, ry, r); //Multiplies rx by ry and stores into r
vtkMath::Multiply3x3(r, rz, r); //Multiplies r by rz and stores into r

vtkMath::Multiply3x3(r, xaxis, xaxis);//multiplies a 3x3 by a 3x1
vtkMath::Multiply3x3(r, yaxis, yaxis);//multiplies a 3x3 by a 3x1
此尝试仅在平面位于x-y平面时有效:

double x, y;
x = xaxis[0];
y = xaxis[1];
xaxis[0] = x * cos(theta) - y * sin(theta);
xaxis[1] = x * sin(theta) + y * cos(theta);

x = yaxis[0];
y = yaxis[1];
yaxis[0] = x * cos(theta) - y * sin(theta);
yaxis[1] = x * sin(theta) + y * cos(theta);
使用BlueRaja DannyPflughoeft给出的轴角方法:

double c = cos(theta);
double s = sin(theta);
double C = 1.0 - c;

double Q[3][3];
Q[0][0] = xaxis[0] * xaxis[0] * C + c;
Q[0][1] = xaxis[1] * xaxis[0] * C + xaxis[2] * s;
Q[0][2] = xaxis[2] * xaxis[0] * C - xaxis[1] * s;

Q[1][0] = xaxis[1] * xaxis[0] * C - xaxis[2] * s;
Q[1][1] = xaxis[1] * xaxis[1] * C + c;
Q[1][2] = xaxis[2] * xaxis[1] * C + xaxis[0] * s;

Q[2][0] = xaxis[1] * xaxis[2] * C + xaxis[1] * s;
Q[2][1] = xaxis[2] * xaxis[1] * C - xaxis[0] * s;
Q[2][2] = xaxis[2] * xaxis[2] * C + c;

double x = Q[2][1] - Q[1][2], y = Q[0][2] - Q[2][0], z = Q[1][0] - Q[0][1];
double r = sqrt(x * x + y * y + z * z);

//xaxis[0] /= r;
//xaxis[1] /= r;
//xaxis[2] /= r;

xaxis[0] = x;// ?
xaxis[1] = y;
xaxis[2] = z;
double c = cos(theta);
double s = sin(theta);
double C = 1.0 - c;

double Q[3][3];
Q[0][0] = zaxis[0] * zaxis[0] * C + c;
Q[0][1] = zaxis[1] * zaxis[0] * C + zaxis[2] * s;
Q[0][2] = zaxis[2] * zaxis[0] * C - zaxis[1] * s;

Q[1][0] = zaxis[1] * zaxis[0] * C - zaxis[2] * s;
Q[1][1] = zaxis[1] * zaxis[1] * C + c;
Q[1][2] = zaxis[2] * zaxis[1] * C + zaxis[0] * s;

Q[2][0] = zaxis[0] * zaxis[2] * C + zaxis[1] * s;
Q[2][1] = zaxis[2] * zaxis[1] * C - zaxis[0] * s;
Q[2][2] = zaxis[2] * zaxis[2] * C + c;

xaxis[0] = xaxis[0] * Q[0][0] + xaxis[0] * Q[0][1] + xaxis[0] * Q[0][2];
xaxis[1] = xaxis[1] * Q[1][0] + xaxis[1] * Q[1][1] + xaxis[1] * Q[1][2];
xaxis[2] = xaxis[2] * Q[2][0] + xaxis[2] * Q[2][1] + xaxis[2] * Q[2][2]; // Multiply a 3x3 by 3x1 and store it as the new rotated axis

yaxis[0] = yaxis[0] * Q[0][0] + yaxis[0] * Q[0][1] + yaxis[0] * Q[0][2];
yaxis[1] = yaxis[1] * Q[1][0] + yaxis[1] * Q[1][1] + yaxis[1] * Q[1][2];
yaxis[2] = yaxis[2] * Q[2][0] + yaxis[2] * Q[2][1] + yaxis[2] * Q[2][2]; // Multiply a 3x3 by 3x1 and store it as the new rotated axis

感谢BlueRaja-Danny Pflughoeft:

double c = cos(theta);
double s = sin(theta);
double C = 1.0 - c;

double Q[3][3];
Q[0][0] = xaxis[0] * xaxis[0] * C + c;
Q[0][1] = xaxis[1] * xaxis[0] * C + xaxis[2] * s;
Q[0][2] = xaxis[2] * xaxis[0] * C - xaxis[1] * s;

Q[1][0] = xaxis[1] * xaxis[0] * C - xaxis[2] * s;
Q[1][1] = xaxis[1] * xaxis[1] * C + c;
Q[1][2] = xaxis[2] * xaxis[1] * C + xaxis[0] * s;

Q[2][0] = xaxis[1] * xaxis[2] * C + xaxis[1] * s;
Q[2][1] = xaxis[2] * xaxis[1] * C - xaxis[0] * s;
Q[2][2] = xaxis[2] * xaxis[2] * C + c;

double x = Q[2][1] - Q[1][2], y = Q[0][2] - Q[2][0], z = Q[1][0] - Q[0][1];
double r = sqrt(x * x + y * y + z * z);

//xaxis[0] /= r;
//xaxis[1] /= r;
//xaxis[2] /= r;

xaxis[0] = x;// ?
xaxis[1] = y;
xaxis[2] = z;
double c = cos(theta);
double s = sin(theta);
double C = 1.0 - c;

double Q[3][3];
Q[0][0] = zaxis[0] * zaxis[0] * C + c;
Q[0][1] = zaxis[1] * zaxis[0] * C + zaxis[2] * s;
Q[0][2] = zaxis[2] * zaxis[0] * C - zaxis[1] * s;

Q[1][0] = zaxis[1] * zaxis[0] * C - zaxis[2] * s;
Q[1][1] = zaxis[1] * zaxis[1] * C + c;
Q[1][2] = zaxis[2] * zaxis[1] * C + zaxis[0] * s;

Q[2][0] = zaxis[0] * zaxis[2] * C + zaxis[1] * s;
Q[2][1] = zaxis[2] * zaxis[1] * C - zaxis[0] * s;
Q[2][2] = zaxis[2] * zaxis[2] * C + c;

xaxis[0] = xaxis[0] * Q[0][0] + xaxis[0] * Q[0][1] + xaxis[0] * Q[0][2];
xaxis[1] = xaxis[1] * Q[1][0] + xaxis[1] * Q[1][1] + xaxis[1] * Q[1][2];
xaxis[2] = xaxis[2] * Q[2][0] + xaxis[2] * Q[2][1] + xaxis[2] * Q[2][2]; // Multiply a 3x3 by 3x1 and store it as the new rotated axis

yaxis[0] = yaxis[0] * Q[0][0] + yaxis[0] * Q[0][1] + yaxis[0] * Q[0][2];
yaxis[1] = yaxis[1] * Q[1][0] + yaxis[1] * Q[1][1] + yaxis[1] * Q[1][2];
yaxis[2] = yaxis[2] * Q[2][0] + yaxis[2] * Q[2][1] + yaxis[2] * Q[2][2]; // Multiply a 3x3 by 3x1 and store it as the new rotated axis

我发现下面的矩阵乘法是错误的

如上所述,它可以用
xaxis[0]

xaxis[0] = xaxis[0] * Q[0][0] + xaxis[0] * Q[0][1] + xaxis[0] * Q[0][2];

xaxis[0] = xaxis[0] * (Q[0][0] + Q[0][1] + Q[0][2]);
这看起来不像是矩阵乘法。应该是:

xaxis1[0] = xaxis[0] * Q[0][0] + xaxis[1] * Q[0][1] + xaxis[2] * Q[0][2];
xaxis1[1] = xaxis[0] * Q[1][0] + xaxis[1] * Q[1][1] + xaxis[2] * Q[1][2];
xaxis1[2] = xaxis[0] * Q[2][0] + xaxis[1] * Q[2][1] + xaxis[2] * Q[2][2]; // Multiply a 3x3 by 3x1 and store it as the new rotated axis

yaxis1[0] = yaxis[0] * Q[0][0] + yaxis[1] * Q[0][1] + yaxis[2] * Q[0][2];
yaxis1[1] = yaxis[0] * Q[1][0] + yaxis[1] * Q[1][1] + yaxis[2] * Q[1][2];
yaxis1[2] = yaxis[0] * Q[2][0] + yaxis[1] * Q[2][1] + yaxis[2] * Q[2][2]; // Multiply a 3x3 by 3x1 and store it as the new rotated axis

如果您使用3D编程,请使用库和矩阵。如果不是,这应该在math.stackexchange.com上。我的建议是先找到旋转算法,例如,可能会有帮助。我不明白。x、y和z轴是测量3个坐标的对象。你似乎把任意向量称为“xaxis”等等,为什么?你对整个问题的描述听起来像是在试图让自己听起来“正确”,而没有真正思考自己在做什么以及事情的含义。如果你能澄清你真正想要的是什么,那么我怀疑解决方法会很简单,但目前它只是一团混乱。@Drise:所以最终你的问题是你想把一个向量围绕另一个向量旋转一定角度。这称为旋转的轴角表示,有一种简单的方法可以使用斜对称矩阵将其转换为矩阵旋转。出于某种原因,他们在维基百科上的“斜对称矩阵”文章中没有提到它,但在文章下面确实有它。@Drise:你应该使用
struct
而不是数组,这样你就可以编写
xaxis.x
而不是
xaxis[0]
。另外,我认为您打算在编写
xaxis
的任何地方使用
zaxis
。Q的设置看起来是正确的(虽然通常在处理矩阵时,我们先放行号,然后是列号,而不是相反),但下面的所有内容都是不需要的-wikipedia上该部分的下半部分描述了如何从旋转矩阵-->轴角度开始,这与您无关。你缺少的是将旋转矩阵乘以你想要旋转的向量。我不确定这里的问题是什么。我已经有一段时间没有使用这段代码了,但当我上次使用它时,它确实起了作用。