这可能更像是一个线性代数问题,但我说我有一个SCNVector,我想要一个新的SCNVector,它与y轴(或任何轴)的原始角度成一定角度。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
}
}
e.g。 (0,0,-1).rotatedVector(aroundAxis: y, angle: pi/2) = (1,0,0)
谢谢!
答案 0 :(得分:1)
一般情况下使用Rodrigues' rotation formula。
Rodrigues的'旋转公式是一种有效的旋转算法 给定轴和旋转角度的空间矢量
对于初始矢量 v ,旋转轴单位矢量 k 和角度θ结果
v rot = v * cos(theta)+( k x v )sin(theta)+ k *( k .dot。 v )*(1 - cos(theta))
答案 1 :(得分:1)
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)
}
}
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)
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)))
答案 2 :(得分:0)
Well thanks to a comment on gamedev.net I think I have what I need. It doesn't work for arbitrary angles but as it turns out I only need 90° so this works for me. Here's the solution:
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