📄 rotate.c
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#include <math.h>#include "GraphicsGems.h"/*=========================================================================* * Author: Jim Arvo * * * * This routine maps three values (x[0], x[1], x[2]) to a 3x3 rotation * * matrix, M. If x0, x1, and x2 are uniformly distributed random numbers * * in [0,1], then M will be a random rotation matrix. * * * * NOTE: This function will not produce UNIFORMLY distributed rotation * * matrices as claimed in Gems II. Watch for a better version in * * Gems III. * * * *=========================================================================*/void Rand_rotation( x, M )float x[];Matrix3 *M; { float a, b, c, d, s; float z, r, theta, omega; float bb, cc, dd; float ab, ac, ad; float bc, bd, cd; /* Use the random variables x[0] and x[1] to determine the axis of */ /* rotation in cylindrical coordinates and the random variable x[2] */ /* to determine the amount of rotation, omega, about this axis. */ z = x[0]; r = sqrt( 1 - z * z ); theta = 2.0 * PI * x[1]; omega = PI * x[2]; /* Compute the unit quaternion (a,b,c,d) where a is the cosine of */ /* half the rotation angle and the axis vector (b,c,d) is determined */ /* by "r", "theta" and "z" computed above. */ s = sin( omega ); a = cos( omega ); b = s * cos( theta ) * r; c = s * sin( theta ) * r; d = s * z; /* Compute all the pairwise products of a, b, c, and d, except a * a. */ bb = b * b; cc = c * c; dd = d * d; ab = a * b; ac = a * c; ad = a * d; bc = b * c; bd = b * d; cd = c * d; /* Construct an orthogonal matrix corresponding to */ /* the unit quaternion (a,b,c,d). */ M->element[0][0] = 1.0 - 2.0 * ( cc + dd ); M->element[0][1] = 2.0 * ( bc + ad ); M->element[0][2] = 2.0 * ( bd - ac ); M->element[1][0] = 2.0 * ( bc - ad ); M->element[1][1] = 1.0 - 2.0 * ( bb + dd ); M->element[1][2] = 2.0 * ( cd + ab ); M->element[2][0] = 2.0 * ( bd + ac ); M->element[2][1] = 2.0 * ( cd - ab ); M->element[2][2] = 1.0 - 2.0 * ( bb + cc ); } /* Rand_rotation */
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