获取 3D 对象的方向并将其与 WPF 中的 Vector3D 平行对齐

发布于 2024-12-07 13:46:26 字数 423 浏览 0 评论 0原文

我有一个 WPF 项目,其中导入了表示在 3D Max Studio 中创建的 3D 场景的代码,然后使用工具将其转换为可以在 WPF 中使用的 XAML 代码。

因此,我有一个 Viewport3D,里面有一个代表矩形棱柱的 GeometryModel3D 对象。我有两个 3D 点(X、Y、Z),分别代表向量的起点和终点。

我想做的只是沿着棱镜的最长边将棱镜与我的 Vector3D 平行对齐。我了解一些有关代码中 3D 对象的转换和平移的知识,并且我有一些数学知识,我最大的问题是获取 3D 对象的方向。

我希望能够以某种方式确定物体的向上向量,因为我认为它可以帮助我,而且我还希望能够以某种方式确定棱镜底部和顶部的坐标,所以我可以计算棱镜的“方向”矢量。

我已经在网上呆了几天试图解决这个问题,但我真的很困惑,拜托,任何帮助将非常感激。

谢谢!

I have a WPF project in which I have imported code that represents a 3D scene created in 3D Max Studio and then converted using a tool to XAML code that I can use in WPF.

So, I have a Viewport3D and inside it a GeometryModel3D object that represents a rectangular prism. I have two 3D points (X, Y, Z) that represent the beginning and the end of my vector.

What I would like to do is just align the prism parallel to my Vector3D along the prism's longest side. I know a few things about transformations and translations of 3D objects in code and I have some knowledge in math, my biggest problem is getting the orientation of a 3D object.

I would like somehow to be able to determine the up vector of the object because I think that it could help me, and what I would also like is to somehow be able to determine the coordinates of the base and the top of the prism, so I could calculate the prism's "direction" vector.

I've been on the web for a few days trying to figure this out but I'm really stuck, please, any help would be very much appreciated.

Thanks!

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少女净妖师 2024-12-14 13:46:26

我实际上不知道有关 WPF 的代码。但我认为这是一个数学问题。

您可以构造向量的局部矩阵。也就是说,使用要对齐的向量作为Z向量,并找到另一个向量(通常是平行于棱镜底面的向量)作为X,然后对Z,X进行叉积,然后得到Y 。

最后矩阵是M=[X,Y,Z] 如果你想要仿射矩阵,获取棱镜的位置向量,将其设置为T,那么

使用该矩阵的矩阵将是M=[X,Y,Z,T],变换你的棱镜的顶点:v=Mv

I do not know the code about the WPF actually. But I think it is a math problem.

You can construct the local matrix for a vector. That is, using the vector you want to align as Z vector, and find another vector(which is usually a vector parallel to your prism's bottom side) as X, after that do a cross product of Z,X, then you get the Y.

Finally the matrix is M=[X,Y,Z]. If you want affine matrix, get the position vector of prism, set it as T, then the matrix will be M=[X,Y,Z,T]

using this matrix, transform your prism's vertices: v=Mv

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