// 获取从一个向量转到另一个向量的矩阵
1 2 3 4 5 | static AcGeVector3d CrossProduct(AcGeVector3d a, AcGeVector3d b); static double DotProduct(AcGeVector3d a, AcGeVector3d b); static double Absolute(AcGeVector3d v); static AcGeMatrix3d RotationMatrix(double angle, AcGeVector3d u); static AcGeMatrix3d CalculationMtrix(AcGeVector3d vectorBefore, AcGeVector3d vectorAfter); |
// 封装函数:得到从一个向量转到另一个向量的矩阵
注:向量长度不能为0或两向量平行
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 | AcGeVector3d CrossProduct(AcGeVector3d a, AcGeVector3d b) { AcGeVector3d c; ///*c.x = a[1] * b[2] - a[2] * b[1]; //c.y = a[2] * b[0] - a[0] * b[2]; //c.z = a[0] * b[1] - a[1] * b[0];*/ c.x = a.y * b.z - a.z * b.y; c.y = a.z * b.x - a.x * b.z; c.z = a.x * b.y - a.y * b.x; return c; } double DotProduct(AcGeVector3d a, AcGeVector3d b) { double result; //result = a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; result = a.x * b.x + a.y * b.y + a.z * b.z; return result; } double Absolute(AcGeVector3d v) { double result; result = sqrt(v.x * v.x + v.y * v.y + v.z * v.z); return result; } AcGeMatrix3d RotationMatrix(double angle, AcGeVector3d u) { double norm = Absolute(u); u.x = u.x / norm; u.y = u.y / norm; u.z = u.z / norm; AcGeMatrix3d rotatinMatrix; rotatinMatrix.entry[0][0] = cos(angle) + u.x * u.x * (1 - cos(angle)); rotatinMatrix.entry[0][1] = u.x * u.y * (1 - cos(angle)) - u.z * sin(angle); rotatinMatrix.entry[0][2] = u.y * sin(angle) + u.x * u.z * (1 - cos(angle)); rotatinMatrix.entry[0][3] = 0.0; rotatinMatrix.entry[1][0] = u.z * sin(angle) + u.x * u.y * (1 - cos(angle)); rotatinMatrix.entry[1][1] = cos(angle) + u.y * u.y * (1 - cos(angle)); rotatinMatrix.entry[1][2] = -u.x * sin(angle) + u.y * u.z * (1 - cos(angle)); rotatinMatrix.entry[1][3] = 0.0; rotatinMatrix.entry[2][0] = -u.y * sin(angle) + u.x * u.z * (1 - cos(angle)); rotatinMatrix.entry[2][1] = u.x * sin(angle) + u.y * u.z * (1 - cos(angle)); rotatinMatrix.entry[2][2] = cos(angle) + u.z * u.z * (1 - cos(angle)); rotatinMatrix.entry[2][3] = 0.0; rotatinMatrix.entry[3][0] = 0.0; rotatinMatrix.entry[3][1] = 0.0; rotatinMatrix.entry[3][2] = 0.0; rotatinMatrix.entry[3][3] = 1.0; return rotatinMatrix; } AcGeMatrix3d CalculationMtrix(AcGeVector3d vectorBefore, AcGeVector3d vectorAfter) { double rotationAngle = acos(DotProduct(vectorBefore, vectorAfter) / Absolute(vectorBefore) / Absolute(vectorAfter)); AcGeVector3d rotationAxis = CrossProduct(vectorBefore, vectorAfter); AcGeMatrix3d rotationMatrix = RotationMatrix(rotationAngle, rotationAxis); return rotationMatrix; } |
模型矩阵变换:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | // 平移矩阵 AcGeMatrix3d transMatx; transMatx.setToTranslation(100,100,0); // 缩放矩阵 AcGeMatrix3d scaleMatx1; scaleMatx1.setToScaling(0.5, AcGePoint3d(0, 0, 0)); // 旋转矩阵 AcGeVector3d vecOrign(1,0,0); vecOrign.normalize(); AcGeVector3d vecTarget(12,25,10); vecTarget.normalize(); AcGeMatrix3d rotMatx = CLib_Global::CalculationMtrix(vecOrign,vecTarget);
// 复合矩阵 AcGeMatrix3d compMatx1; compMatx1 = scaleMatx1.preMultBy(rotMatx); compMatx1 = compMatx1.preMultBy(transMatx); AcGeMatrix3d entityMatrix = compMatx1; …………………… |