如何使用3D中的变换矩阵绕Z轴旋转?

时间:2016-07-01 07:35:31

标签: lua 3d matrix-multiplication transformation-matrix

在Lua中,我设置了一个单位矩阵:

local ident_matrix = {
 {1,0,0,0},
 {0,1,0,0},
 {0,0,1,0},
 {0,0,0,1},
}

然后将其更新为包含x = 100,y = 0,z = 0的点

ident_matrix = {
 {100,0,0,0},
 {0,0,0,0},
 {0,0,0,0},
 {0,0,0,1},
}

然后我将旋转值定义为以弧度为单位的90度:

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},
}

从此处使用矩阵乘法将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 )

矩阵乘法取自RosettaCode.org: https://rosettacode.org/wiki/Matrix_multiplication#Lua

我期待rotated矩阵输出与:

相同
local expected = {
 { 0, 0, 0, 0 },
 { 0, 100, 0, 0 },
 { 0, 0, 0, 0 },
 { 0, 0, 0, 0 },
}
或者,或许,给定左手(?)计算,Y值将为-100。 我实际上最终得到的是:

{
 { 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纠正了我的代码吗?

1 个答案:

答案 0 :(得分:0)

正如@ egor-skriptunoff的评论所暗示的那样......

在Lua中,我设置了一个单位矩阵:

local ident_matrix = {
 {1,1,1,1},
}

然后将其更新为包含x = 100,y = 0,z = 0的点

ident_matrix = {
 {100,0,0,1},
}

然后我将旋转值定义为以弧度为单位的90度:

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},
}

从此处使用矩阵乘法将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 )

矩阵乘法取自RosettaCode.org: https://rosettacode.org/wiki/Matrix_multiplication#Lua

现在,我得到了我的预期:

local expected = {
 { 0, 100, 0, 0 },
}
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