连接四元数并应用于 3D 实体
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Aspose.3D for Java 允许开发人员将两个旋转转换合并为一个以四元数表示的旋转转换。
级联四元数
四元数用于表示 3D 空间中的方向。Quaternion
类公开的concat方法可用于组合两个四元数。在此代码示例中,我们组合两个四元数并获得第三个结果四元数,然后将这三个四元数应用于三个圆柱体。
编程示例
此代码示例将两个四元数组合在一起,并将它们应用于不同的圆柱体。
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// The path to the documents directory. | |
String MyDir = RunExamples.getDataDir(); | |
Scene scene = new Scene(); | |
Quaternion q1 = Quaternion.fromEulerAngle(Math.PI * 0.5, 0, 0); | |
Vector3.X_AXIS.x = 3; | |
Quaternion q2 = Quaternion.fromAngleAxis(-Math.PI * 0.5, Vector3.X_AXIS); | |
// Concatenate q1 and q2. q1 and q2 rotate alone x-axis with same angle but different direction, | |
// So the concatenated result will be identity quaternion. | |
Quaternion q3 = q1.concat(q2); | |
// Create 3 cylinders to represent each quaternion | |
Node cylinder = scene.getRootNode().createChildNode("cylinder-q1", new Cylinder(0.1, 1, 2)); | |
cylinder.getTransform().setRotation(q1); | |
cylinder.getTransform().setTranslation(new Vector3(-5, 2, 0)); | |
cylinder = scene.getRootNode().createChildNode("cylinder-q2", new Cylinder(0.1, 1, 2)); | |
cylinder.getTransform().setRotation(q2); | |
cylinder.getTransform().setTranslation(new Vector3(0, 2, 0)); | |
cylinder = scene.getRootNode().createChildNode("cylinder-q3", new Cylinder(0.1, 1, 2)); | |
cylinder.getTransform().setRotation(q3); | |
cylinder.getTransform().setTranslation(new Vector3(5, 2, 0)); | |
MyDir = MyDir + "test_out.fbx"; | |
// Save to file | |
scene.save(MyDir, FileFormat.FBX7400ASCII); |
结果3ds MAX