2D Euclidean vector rotations

此生再无相见时 提交于 2019-11-28 16:58:22

you should remove the vars from the function:

x = x * cs - y * sn; // now x is something different than original vector x
y = x * sn + y * cs;

create new coordinates becomes, to avoid calculation of x before it reaches the second line:

px = x * cs - y * sn; 
py = x * sn + y * cs;

Rotating a vector 90 degrees is particularily simple.

(x, y) rotated 90 degrees around (0, 0) is (-y, x).

If you want to rotate clockwise, you simply do it the other way around, getting (y, -x).

Rotate by 90 degress around 0,0:

x' = -y
y' = x

Rotate by 90 degress around px,py:

x' = -(y - py) + px
y' = (x - px) + py

You're calculating the y-part of your new coordinate based on the 'new' x-part of the new coordinate. Basically this means your calculating the new output in terms of the new output...

Try to rewrite in terms of input and output:

vector2<double> multiply( vector2<double> input, double cs, double sn ) {
  vector2<double> result;
  result.x = input.x * cs - input.y * sn;
  result.y = input.x * sn + input.y * cs;
  return result;
}

Then you can do this:

vector2<double> input(0,1);
vector2<double> transformed = multiply( input, cs, sn );

Note how choosing proper names for your variables can avoid this problem alltogether!

Sounds easier to do with the standard classes:

std::complex<double> vecA(0,1);
std::complex<double> i(0,1); // 90 degrees
std::complex<double> r45(sqrt(2.0),sqrt(2.0));
vecA *= i;
vecA *= r45;

Vector rotation is a subset of complex multiplication..

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