3D 中两条线之间的角度

che*_*ese 2 scenekit swift

我知道如何使用 atan2 获取 2D 中 2 个点之间的角度,但这在 3D 中如何工作?:假设我有 3 个点 A、B、C(全部都是 SCNVector3,其中 x、y、z 坐标第一行端点 A 和B 第二条线端点 B 和 C 现在我想得到两条线之间的角度...(在 ios Swift 中)我读了一些关于点积和 acos 的内容,但不知何故它不起作用...

当 i=0 时:

        var vector1 = SCNVector3((pointArray[i].x - pointArray[i+1].x), (pointArray[i].y - pointArray[i+1].y), (pointArray[i].z - pointArray[i+1].z))
        var vector2 = SCNVector3((pointArray[i+2].x - pointArray[i+1].x), (pointArray[i+2].y - pointArray[i+1].y), (pointArray[i+2].z - pointArray[i+1].z))
        var dotProduct = vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z
        var theta = acos(dotProduct)
        var tmp_winkel = GLKMathRadiansToDegrees(theta)
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mnu*_*ges 5

考虑了向量的范数(大小)。确保处理单位向量,或除以它们的范数的乘积。

import SceneKit
import simd

var vector1 = float3((pointArray[i].x - pointArray[i+1].x), (pointArray[i].y - pointArray[i+1].y), (pointArray[i].z - pointArray[i+1].z))
var vector2 = float3((pointArray[i+2].x - pointArray[i+1].x), (pointArray[i+2].y - pointArray[i+1].y), (pointArray[i+2].z - pointArray[i+1].z))
var dotProduct = dot(normalize(vector1), normalize(vector2))
var theta = acos(dotProduct)
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或者

var vector1 = float3((pointArray[i].x - pointArray[i+1].x), (pointArray[i].y - pointArray[i+1].y), (pointArray[i].z - pointArray[i+1].z))
var vector2 = float3((pointArray[i+2].x - pointArray[i+1].x), (pointArray[i+2].y - pointArray[i+1].y), (pointArray[i+2].z - pointArray[i+1].z))
var dotProduct = dot(vector1, vector2)
var theta = acos(dotProduct / (length(vector1) * length(vector2)))
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