空间点绕直线旋转 c++
时间: 2023-08-17 15:16:24 浏览: 76
在 C++ 中,可以使用数学库来实现空间点绕直线旋转。以下是一个示例代码:
```cpp
#include <iostream>
#include <cmath>
struct Point3D {
double x;
double y;
double z;
};
// 计算点围绕直线旋转后的新坐标
Point3D rotatePoint(const Point3D& point, const Point3D& axisPoint, const Point3D& axisDirection, double angle) {
// 计算旋转矩阵
double cosTheta = cos(angle);
double sinTheta = sin(angle);
// 平移点使得旋转轴过原点
Point3D translatedPoint;
translatedPoint.x = point.x - axisPoint.x;
translatedPoint.y = point.y - axisPoint.y;
translatedPoint.z = point.z - axisPoint.z;
// 进行旋转变换
Point3D rotatedPoint;
rotatedPoint.x = (cosTheta + (1 - cosTheta) * axisDirection.x * axisDirection.x) * translatedPoint.x +
((1 - cosTheta) * axisDirection.x * axisDirection.y - sinTheta * axisDirection.z) * translatedPoint.y +
((1 - cosTheta) * axisDirection.x * axisDirection.z + sinTheta * axisDirection.y) * translatedPoint.z;
rotatedPoint.y = ((1 - cosTheta) * axisDirection.x * axisDirection.y + sinTheta * axisDirection.z) * translatedPoint.x +
(cosTheta + (1 - cosTheta) * axisDirection.y * axisDirection.y) * translatedPoint.y +
((1 - cosTheta) * axisDirection.y * axisDirection.z - sinTheta * axisDirection.x) * translatedPoint.z;
rotatedPoint.z = ((1 - cosTheta) * axisDirection.x * axisDirection.z - sinTheta * axisDirection.y) * translatedPoint.x +
((1 - cosTheta) * axisDirection.y * axisDirection.z + sinTheta * axisDirection.x) * translatedPoint.y +
(cosTheta + (1 - cosTheta) * axisDirection.z * axisDirection.z) * translatedPoint.z;
// 平移点回到原来的位置
rotatedPoint.x += axisPoint.x;
rotatedPoint.y += axisPoint.y;
rotatedPoint.z += axisPoint.z;
return rotatedPoint;
}
int main() {
Point3D point {1.0, 2.0, 3.0}; // 待旋转的点
Point3D axisPoint {0.0, 0.0, 0.0}; // 直线上的一点
Point3D axisDirection {1.0, 0.0, 0.0}; // 直线的方向向量
double angle = M_PI / 2; // 旋转角度,这里以弧度表示(90度)
Point3D rotatedPoint = rotatePoint(point, axisPoint, axisDirection, angle);
std::cout << "Rotated Point: (" << rotatedPoint.x << ", " << rotatedPoint.y << ", " << rotatedPoint.z << ")" << std::endl;
return 0;
}
```
上述代码中,`Point3D` 结构体表示一个三维点,`rotatePoint` 函数接受待旋转的点、直线上的一点、直线的方向向量和旋转角度作为参数,返回旋转后的点坐标。在 `main` 函数中,我们定义了一个待旋转的点、直线上的一点、直线的方向向量和旋转角度,然后调用 `rotatePoint` 函数进行计算,并打印出旋转后的点坐标。
请注意,上述示例代码仅演示了基本的空间点绕直线旋转的原理,实际应用中可能需要根据具体需求进行适当的修改和优化。