连接四元数并应用于 3D 实体
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Aspose.3D for Python via .NET 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转换。
级联四元数
四元数用于表示 3D 空间中的方向。由 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。
from aspose.threed import FileFormat, Scene
from aspose.threed.entities import Cylinder
from aspose.threed.utilities import Quaternion, Vector3
import math
# For complete examples and data files, please go to https:# github.com/aspose-3d/Aspose.3D-for-.NET
scene = Scene()
q1 = Quaternion.from_euler_angle(math.pi * 0.5, 0, 0)
q2 = Quaternion.from_angle_axis(-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.
q3 = q1.concat(q2)
# Create 3 cylinders to represent each quaternion
cylinder = scene.root_node.create_child_node("cylinder-q1", Cylinder(0.1, 1, 2))
cylinder.transform.rotation = q1
cylinder.transform.translation = Vector3(-5, 2, 0)
cylinder = scene.root_node.create_child_node("cylinder-q2", Cylinder(0.1, 1, 2))
cylinder.transform.rotation = q2
cylinder.transform.translation = Vector3(0, 2, 0)
cylinder = scene.root_node.create_child_node("cylinder-q3", Cylinder(0.1, 1, 2))
cylinder.transform.rotation = q3
cylinder.transform.translation = Vector3(5, 2, 0)
output = "out" + "test_out.fbx"
# Save to file
scene.save(output, FileFormat.FBX7400ASCII)结果3ds MAX
