Joh*_*alo 4 trigonometry linear-algebra ios scenekit
这可能更像是一个线性代数问题,但是假设我有一个 SCNVector,并且我想要一个新的 SCNVector,它与围绕 y 轴(或任何相关轴)的原始 SCNVector 成一定角度。所以理想情况下:
extension SCNVector3 {
// assume dot, cross, length, +, - functions are available.
enum Axis {
case x, y, z
}
func rotatedVector(aroundAxis: Axis, angle: Float) -> SCNVector3 {
// code from smart person goes here
}
}
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例如(0,0,-1).rotatedVector(aroundAxis: y, angle: pi/2) = (1,0,0)
谢谢!
尝试使用四元数https://developer.apple.com/documentation/accelerate/working_with_quaternions
extension SCNVector3 {
enum Axis {
case x, y, z
func getAxisVector() -> simd_float3 {
switch self {
case .x:
return simd_float3(1,0,0)
case .y:
return simd_float3(0,1,0)
case .z:
return simd_float3(0,0,1)
}
}
}
func rotatedVector(aroundAxis: Axis, angle: Float) -> SCNVector3 {
/// create quaternion with angle in radians and your axis
let q = simd_quatf(angle: angle, axis: aroundAxis.getAxisVector())
/// use ACT method of quaternion
let simdVector = q.act(simd_float3(self))
return SCNVector3(simdVector)
}
}
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使用:
let a = SCNVector3(5,0,0)
let b = a.rotatedVector(aroundAxis: SCNVector3.Axis.y, angle: -.pi/2)
// SCNVector3(x: 0.0, y: 0.0, z: 5.0)
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您还可以围绕任何向量旋转:
let simdVector = q.act(simd_normalize(simd_float3(x: 0.75, y: 0.75, z: -0.2)))
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