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vector - 如何在 3D 空间中旋转矢量? P5.js

转载 作者:行者123 更新时间:2023-12-04 01:03:15 25 4
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这实际上是我关于 stackoverflow 的第一个问题 :)
首先,我想说我是编码新手,我想了解一些语法。基本上,我正在学习 codetrain 的教程 - 创建一个面向对象的分形树,我想知道基于下面的代码,我如何使它更“3D”。我想到的一种方法是旋转向量。我一直在寻找在 3D 空间中旋转以下向量的潜在解决方案。 codetrain 使用的示例是创建一个方向向量:direction = p5.Vector.Sub(this.begin, this.end)。然后他使用代码 direction.rotate(45)。我意识到你不能写 direction.rotateY(45)。我从 p5.js 语法中看到 .rotate() 只能用于二维向量。因此,是否有一种我不知何故忽略的语法,它根据以下代码在 3D 空间中旋转向量?
这是草图的代码。 Branch 类控制树的构造,而 branchAbranchB功能是可以添加一些旋转的地方。

var tree = [];
var leaves = [];
var count = 0;

function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
angleMode(DEGREES)

var randomangle = random(0, 90)
var randomMinusAngle = random(0, -90)

var a = createVector(0, 0, 0);
var b = createVector(0, -100, 0);

var root = new Branch(a, b);
tree[0] = root;
}

//INPUT.

function mousePressed() {
for (var i = tree.length - 1; i >= 0; i--) {
if (!tree[i].finished) {
tree.push(tree[i].branchA())
tree.push(tree[i].branchB())
}

tree[i].finished = true;
}

count++
if (count === 8) {
for (var i = 0; i < tree.length; i++) {
if (!tree[i].finished) {

var leaf = tree[i].end.copy();

leaves.push(leaf);
}
}
}
}

function draw() {
background(51);
//orbitControl();
rotateY(frameCount);
translate(0, 200, 0);

for (var i = 0; i < tree.length; i++) {
tree[i].show();
tree[i].rotateBranches();

//tree[i].jitter();
}

//LEAVES
for (var i = 0; i < leaves.length; i++) { //should make the leaves an object in new script.
fill(255, 0, 100);
noStroke();
ellipse(leaves[i].x, leaves[i].y, 8, 8);
}
}

function Branch(begin, end) {
this.begin = begin;
this.end = end;

//bool to check whether it has finished spawning branch.
this.finishedGrowing = false;

this.show = function() {
stroke(255);

line(this.begin.x, this.begin.y, this.begin.z, this.end.x, this.end.y, this.end.z);
}

//var rotateValue = random(0, 45)

this.branchA = function() {
var direction = p5.Vector.sub(this.end, this.begin);

direction.rotate(45)
direction.mult(0.67);

var newEnd = p5.Vector.add(this.end, direction);

var randomss = p5.Vector.random3D(this.end, newEnd)
var b = new Branch(this.end, newEnd);

return b;
}

this.branchB = function() {
var direction = p5.Vector.sub(this.end, this.begin)

direction.rotate(-15);

direction.mult(0.67);
var newEnd = p5.Vector.add(this.end, direction);

var b = new Branch(this.end, newEnd);

return b;
}

this.rotateBranches = function() {
// TODO
}
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.min.js"></script>

最佳答案

你没有错过任何东西。不幸的是,p5js 没有提供旋转 p5.Vector 的方法。在 3d 中(rotateX/rotateY/rotateZ 另一个答案中提到的函数变换 View 矩阵,该矩阵在世界空间基元绘制的位置发生变化,但这不是一回事,尽管它也可以使用以不同的 3d 方向绘制线条)。但是,您可以自己实现这一点。有几种方法可以进行 3d 旋转:您可以使用 Euler angles ,您可以使用 transformation matrices ,您可以使用 Quaternions .不过我觉得最容易理解的方法是axis-angle representation (四元数实际上只是一种对轴角旋转进行编码的特殊方式,以便可以有效地操纵和应用它们)。
在轴角表示中,您可以通过指定要旋转的轴和指示旋转多远的角度来旋转矢量。

在这个示例 gif 中,绿色箭头表示轴向量,紫色箭头表示正在旋转的向量(在这种情况下,它恰好穿过坐标系的每个轴)。
虽然它可能不是最有效的,但有一个简单的算法来计算这种旋转,称为 Rodrigues' rotation formula .给定一个向量 v 和轴向量 k (必须是单位向量,表示长度为1),公式为:

注:是向量叉积的符号,·是矢量点积的符号。如果你不熟悉这些,这不是太重要。只要知道它们是数学上组合两个向量的方法,叉积会产生一个新向量,而点积会产生一个数值。这是用 p5.js 实现的公式:

// Rotate one vector (vect) around another (axis) by the specified angle.
function rotateAround(vect, axis, angle) {
// Make sure our axis is a unit vector
axis = p5.Vector.normalize(axis);

return p5.Vector.add(
p5.Vector.mult(vect, cos(angle)),
p5.Vector.add(
p5.Vector.mult(
p5.Vector.cross(axis, vect),
sin(angle)
),
p5.Vector.mult(
p5.Vector.mult(
axis,
p5.Vector.dot(axis, vect)
),
(1 - cos(angle))
)
)
);
}
好的,有了这个,我们如何将它应用于有问题的草图。目前,分支方向向量在 XY 平面中始终是平坦的,并且在 fork 时始终围绕 Z 轴旋转。当我们开始让分支移动到 Z 维度时,这会变得有点复杂。首先,当 fork 时,我们需要找到一个与当前分支垂直的初始旋转轴。我们可以使用叉积来做到这一点(参见 findPerpendicular 辅助函数)。一旦我们有了那个轴,我们就可以执行 45 或 -15 的固定“叉”旋转。接下来我们围绕原始分支方向“扭曲”新的分支方向向量,这就是让我们的分支进入 Z 维度的原因。

let tree = [];

function setup() {
createCanvas(windowWidth, windowHeight, WEBGL);
angleMode(DEGREES);

const start = createVector(0, 0, 0);
const end = createVector(0, -100, 0);

tree[0] = new Branch(start, end);
}

function mousePressed() {
// Add another iteration of branches
for (let i = tree.length - 1; i >= 0; i--) {
if (!tree[i].finished) {
// Pick a random twist angle for this split.
// By using the same angle we will preserve the fractal self-similarity while
// still introducing depth. You could also use different random angles, but
// this would produce some strange un-tree-like shapes.
let angle = random(-180, 180);
tree.push(tree[i].branchA(angle));
tree.push(tree[i].branchB(angle));
}

tree[i].finished = true;
}
}

function draw() {
background(51);
//orbitControl();
rotateY(frameCount);
translate(0, 200, 0);

// Show all branches
for (let i = 0; i < tree.length; i++) {
tree[i].show();
}
}

function Branch(begin, end) {
this.begin = begin;
this.end = end;

//bool to check whether it has finished spawning branch.
this.finishedGrowing = false;

this.show = function() {
stroke(255);

line(this.begin.x, this.begin.y, this.begin.z, this.end.x, this.end.y, this.end.z);
}

this.branch = function(forkAngle, twistAngle) {
let initialDirection = p5.Vector.sub(this.end, this.begin);

// First we rotate by forkAngle.
// We can rotate around any axis that is perpendicular to our current branch.
let forkAxis = findPerpendicular(initialDirection);

let branchDirection = rotateAround(initialDirection, forkAxis, forkAngle);

// Next, rotate by twist axis around the current branch direction.
branchDirection = rotateAround(branchDirection, initialDirection, twistAngle);
branchDirection.mult(0.67);

let newEnd = p5.Vector.add(this.end, branchDirection);
return new Branch(this.end, newEnd);
}

this.branchA = function(twistAngle) {
return this.branch(45, twistAngle);
}

this.branchB = function(twistAngle) {
return this.branch(-15, twistAngle);
}
}

function findPerpendicular(vect) {
const xAxis = createVector(1, 0, 0);
const zAxis = createVector(0, 0, 1);
// The cross product of two vectors is perpendicular to both, however, the
// cross product of a vector and another in the exact same direction is
// (0, 0, 0), so we need to avoid that.
if (abs(vect.angleBetween(xAxis)) > 0) {
return p5.Vector.cross(xAxis, vect);
} else {
return p5.Vector.cross(zAxis, vect);
}
}

function rotateAround(vect, axis, angle) {
axis = p5.Vector.normalize(axis);
return p5.Vector.add(
p5.Vector.mult(vect, cos(angle)),
p5.Vector.add(
p5.Vector.mult(
p5.Vector.cross(axis, vect),
sin(angle)
),
p5.Vector.mult(
p5.Vector.mult(
axis,
p5.Vector.dot(axis, vect)
),
(1 - cos(angle))
)
)
);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.3.1/p5.min.js"></script>

关于vector - 如何在 3D 空间中旋转矢量? P5.js,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/67458592/

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