我一直在研究旋转功能。每个循环,这些点随着滑动中心移动到旋转中心。它取决于获取中心和旋转点之间距离的函数:
struct Vector3F
{
float x, y, z;
};
inline float GetDistance3FX_inline(Vector3F* v1, Vector3F* v2)
{
return v1->x - v2->x;
}
inline float GetDistance3FZ_inline(Vector3F* v1, Vector3F* v2)
{
return v1->z - v2->z;
}
实际的旋转功能, 工作:
void Rotate3FY(Vector3F* point, Vector3F* center, float rad)
{
float x = GetDistance3FX_inline(point, center);
float z = GetDistance3FZ_inline(point, center);
point->x = x * cos(rad) - z * sin(rad) + center->x;
point->z = z * cos(rad) + x * sin(rad) + center->z;
}
不的功能:
void Rotate3FY(Vector3F* point, Vector3F* center, float rad)
{
point->x = GetDistance3FX_inline(point, center) * cos(rad) - GetDistance3FZ_inline(point, center) * sin(rad) + center->x;
point->z = GetDistance3FZ_inline(point, center) * cos(rad) + GetDistance3FX_inline(point, center) * sin(rad) + center->z;
}
我不知道这两者之间存在什么逻辑差异。 感谢您的任何建议。
答案 0 :(得分:3)
在您更新point->x
时的第二个功能中,您正在更改point
的属性。因此,当您在设置point->z
期间再次调用相同的功能时,point->x
的值已经更改。
void Rotate3FY(Vector3F* point, Vector3F* center, float rad)
{
point->x = GetDistance3FX_inline(point, center) * cos(rad) - GetDistance3FZ_inline(point, center) * sin(rad) + center->x;
// point is now different to what it was at the start because you just
// changed is x member!!!!!!!
point->z = GetDistance3FZ_inline(point, center) * cos(rad) + GetDistance3FX_inline(point, center) * sin(rad) + center->z;
}
在第一个函数中,您需要在修改point
之前将所需的值存储在单独的变量中。