问题
Anybody here know how to rotate a vector3 using .net(4.6 and up) System.Numerics.Quaternion?
My maths is pretty poor though and my understanding only really goes as far as: quaternions are 4d "structures" that can produce translation, scaling and rotation in 3d.
So I had a play and cannot get any rotation. Doing what seemed obvious : changing the W component of the Quaternion.(angle) then reading the vector produces scaling ?!? Anyone able to help or point me in the right direction for help?
My current rotation (non-quaternion) code (X-axis example)
Private Sub Xaxis_rotation(ByVal angle As Double)
Dim Cangle As Double = Cos(angle)
Dim Sangle As Double = Sin(angle)
Parallel.For(1, vertcount, Sub(f As Int32)
Verts(f) -= modelcenter
Verts(f).Y = (Verts(f).Y * Cangle) + (Verts(f).Z * Sangle)
Verts(f).Z = (Verts(f).Z / Cangle) - (Verts(f).Y * Sangle)
Verts(f) += modelcenter
End Sub)
End Sub
[edit]
Dim rotAxis As Vector3 = Vector3.UnitX
Dim rotangle As Single = 0.785398 '45 degrees as radians
Dim q As Quaternion = Quaternion.CreateFromAxisAngle(rotAxis, rotangle)
Dim aVector As Vector3 = *vector to be rotated*
'rotate
Dim resultQ As Quaternion = q * Quaternion.CreateFromAxisAngle(aVector, 0) / q
aVector.X = resultQ.X
aVector.Y = resultQ.Y
aVector.Z = resultQ.Z
q*Quaternion.CreateFromAxisAngle(aVector, 0) / q is my best guess but it does not produce rotation.
回答1:
First, quaternions are useful mostly for rotations, not scaling and definitely not translations.
The class Quaternion seem to be not a very user friendly class. I can infer how to use based on the documentation, but I think it is not intended to be used as the primary tool for doing rotations.
Here is an example of usage (not tested):
Vector3 rotAxis = Vector3.UnitX;
Single rotAngle = 1.5; // in radians
Quaternion q = Quaternion.CreateFromAxisAngle(rotAxis,
rotAngle);
Vector3 aVector = Vector3.One; //(1,1,1)
// rotate
Quaternion resultQ = q * (new Quaternion(aVector,0)) / q;
aVector.X = resultQ.X;
aVector.Y = resultQ.Y;
aVector.Z = resultQ.Z;
A little bit more efficient version would be:
// rotate
Quaternion resultQ = q * (new Quaternion(aVector,0)) * Quaternion.Conjugate(q);
Because the conjugation is only the negation of the vector part of q while the inverse needs to conpute the squared norm of q also.
回答2:
As a footnote this is a nice unified version I ended up with:
Private Sub Nu_rotate(ByVal anglex As Double, ByVal angley As Double, ByVal anglez As Double, ByRef vec0 As Vector3)
anglex = anglex / 180 * PI
angley = angley / 180 * PI
anglez = anglez / 180 * PI
vec0 -= modelcenter
Dim q As Quaternion = Quaternion.CreateFromYawPitchRoll(angley, anglex, anglez)
Dim resultQ As Quaternion = (q * New Quaternion(vec0, 0)) * Quaternion.Conjugate(q) ' rotation
vec0.X = resultQ.X
vec0.Y = resultQ.Y
vec0.Z = resultQ.Z
vec0 += modelcenter
End Sub
来源:https://stackoverflow.com/questions/57185542/3d-rotation-using-system-numerics-quaternion