Lua 如何在3D中使用变换矩阵绕Z轴旋转?
在Lua中,我建立了一个身份矩阵:Lua 如何在3D中使用变换矩阵绕Z轴旋转?,lua,3d,matrix-multiplication,transformation-matrix,Lua,3d,Matrix Multiplication,Transformation Matrix,在Lua中,我建立了一个身份矩阵: local ident_matrix = { {1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1}, } local ident_matrix = { {1,1,1,1}, } 然后更新该值以包含x=100、y=0、z=0处的点: ident_matrix = { {100,0,0,0}, {0,0,0,0}, {0,0,0,0}, {0,0,0,1}, } ident_matrix = { {100,
local ident_matrix = {
{1,0,0,0},
{0,1,0,0},
{0,0,1,0},
{0,0,0,1},
}
local ident_matrix = {
{1,1,1,1},
}
然后更新该值以包含x=100、y=0、z=0处的点:
ident_matrix = {
{100,0,0,0},
{0,0,0,0},
{0,0,0,0},
{0,0,0,1},
}
ident_matrix = {
{100,0,0,1},
}
然后,我将旋转值定义为90度(弧度):
local r = math.rad(90)
local r = math.rad(90)
由此,我创建了一个Z轴旋转矩阵:
local rotate_matrix = {
{math.cos(r),math.sin(r),0,0},
{-math.sin(r),math.cos(r),0,0},
{0,0,1,0},
{0,0,0,1},
}
local rotate_matrix = {
{math.cos(r),math.sin(r),0,0},
{-math.sin(r),math.cos(r),0,0},
{0,0,1,0},
{0,0,0,1},
}
从这里开始,使用矩阵乘法将Z轴旋转矩阵应用于{100,0,0}点:
local function multiply( aMatrix, bMatrix )
if #aMatrix[1] ~= #bMatrix then -- inner matrix-dimensions must agree
return nil
end
local empty = newEmptyMatrix()
for aRow = 1, #aMatrix do
for bCol = 1, #bMatrix[1] do
local sum = empty[aRow][bCol]
for bRow = 1, #bMatrix do
sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
end
empty[aRow][bCol] = sum
end
end
return empty
end
local rotated = multiply( rotate_matrix, ident_matrix )
local function multiply( aMatrix, bMatrix )
if #aMatrix[1] ~= #bMatrix then -- inner matrix-dimensions must agree
return nil
end
local empty = newEmptyMatrix()
for aRow = 1, #aMatrix do
for bCol = 1, #bMatrix[1] do
local sum = empty[aRow][bCol]
for bRow = 1, #bMatrix do
sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
end
empty[aRow][bCol] = sum
end
end
return empty
end
local rotated = multiply( rotate_matrix, ident_matrix )
矩阵乘法取自RosettaCode.org:
我希望旋转的矩阵输出与以下相同:
local expected = {
{ 0, 0, 0, 0 },
{ 0, 100, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
}
或者,如果用左手(?)计算,Y值可能是-100。
我最终得到的是:
{
{ 0, 100, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 0 },
{ 0, 0, 0, 1 },
}
有人能告诉我我做错了什么并更正我的代码吗?正如@egor skriptunoff的评论所暗示的那样
在Lua中,我建立了一个身份矩阵:
local ident_matrix = {
{1,0,0,0},
{0,1,0,0},
{0,0,1,0},
{0,0,0,1},
}
local ident_matrix = {
{1,1,1,1},
}
然后更新该值以包含x=100、y=0、z=0处的点:
ident_matrix = {
{100,0,0,0},
{0,0,0,0},
{0,0,0,0},
{0,0,0,1},
}
ident_matrix = {
{100,0,0,1},
}
然后,我将旋转值定义为90度(弧度):
local r = math.rad(90)
local r = math.rad(90)
由此,我创建了一个Z轴旋转矩阵:
local rotate_matrix = {
{math.cos(r),math.sin(r),0,0},
{-math.sin(r),math.cos(r),0,0},
{0,0,1,0},
{0,0,0,1},
}
local rotate_matrix = {
{math.cos(r),math.sin(r),0,0},
{-math.sin(r),math.cos(r),0,0},
{0,0,1,0},
{0,0,0,1},
}
从这里开始,使用矩阵乘法将Z轴旋转矩阵应用于{100,0,0}点:
local function multiply( aMatrix, bMatrix )
if #aMatrix[1] ~= #bMatrix then -- inner matrix-dimensions must agree
return nil
end
local empty = newEmptyMatrix()
for aRow = 1, #aMatrix do
for bCol = 1, #bMatrix[1] do
local sum = empty[aRow][bCol]
for bRow = 1, #bMatrix do
sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
end
empty[aRow][bCol] = sum
end
end
return empty
end
local rotated = multiply( rotate_matrix, ident_matrix )
local function multiply( aMatrix, bMatrix )
if #aMatrix[1] ~= #bMatrix then -- inner matrix-dimensions must agree
return nil
end
local empty = newEmptyMatrix()
for aRow = 1, #aMatrix do
for bCol = 1, #bMatrix[1] do
local sum = empty[aRow][bCol]
for bRow = 1, #bMatrix do
sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
end
empty[aRow][bCol] = sum
end
end
return empty
end
local rotated = multiply( rotate_matrix, ident_matrix )
矩阵乘法取自RosettaCode.org:
现在,我得到了我所期望的:
local expected = {
{ 0, 100, 0, 0 },
}
正如@egor skriptunoff的评论所暗示的
在Lua中,我建立了一个身份矩阵:
local ident_matrix = {
{1,0,0,0},
{0,1,0,0},
{0,0,1,0},
{0,0,0,1},
}
local ident_matrix = {
{1,1,1,1},
}
然后更新该值以包含x=100、y=0、z=0处的点:
ident_matrix = {
{100,0,0,0},
{0,0,0,0},
{0,0,0,0},
{0,0,0,1},
}
ident_matrix = {
{100,0,0,1},
}
然后,我将旋转值定义为90度(弧度):
local r = math.rad(90)
local r = math.rad(90)
由此,我创建了一个Z轴旋转矩阵:
local rotate_matrix = {
{math.cos(r),math.sin(r),0,0},
{-math.sin(r),math.cos(r),0,0},
{0,0,1,0},
{0,0,0,1},
}
local rotate_matrix = {
{math.cos(r),math.sin(r),0,0},
{-math.sin(r),math.cos(r),0,0},
{0,0,1,0},
{0,0,0,1},
}
从这里开始,使用矩阵乘法将Z轴旋转矩阵应用于{100,0,0}点:
local function multiply( aMatrix, bMatrix )
if #aMatrix[1] ~= #bMatrix then -- inner matrix-dimensions must agree
return nil
end
local empty = newEmptyMatrix()
for aRow = 1, #aMatrix do
for bCol = 1, #bMatrix[1] do
local sum = empty[aRow][bCol]
for bRow = 1, #bMatrix do
sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
end
empty[aRow][bCol] = sum
end
end
return empty
end
local rotated = multiply( rotate_matrix, ident_matrix )
local function multiply( aMatrix, bMatrix )
if #aMatrix[1] ~= #bMatrix then -- inner matrix-dimensions must agree
return nil
end
local empty = newEmptyMatrix()
for aRow = 1, #aMatrix do
for bCol = 1, #bMatrix[1] do
local sum = empty[aRow][bCol]
for bRow = 1, #bMatrix do
sum = sum + aMatrix[aRow][bRow] * bMatrix[bRow][bCol]
end
empty[aRow][bCol] = sum
end
end
return empty
end
local rotated = multiply( rotate_matrix, ident_matrix )
矩阵乘法取自RosettaCode.org:
现在,我得到了我所期望的:
local expected = {
{ 0, 100, 0, 0 },
}
为什么要使用4x4矩阵来存储三维空间中的点(而不是1x3矢量)?老实说,我不确定。我认为最简单的成功途径是确保我所有的矩阵都具有相同的维度——尽管我知道A的行必须等于B的列。谢谢!我把我的身份矩阵改成了一行四个单元格,一切正常#Epic。为什么要使用4x4矩阵来存储三维空间中的点(而不是1x3向量)?老实说,我不确定。我认为最简单的成功途径是确保我所有的矩阵都具有相同的维度——尽管我知道A的行必须等于B的列。谢谢!我把我的身份矩阵改成了一行四个单元格,一切正常#史诗。