如何绕任意轴旋转一个点?

How to rotate a point around an arbitrary axis?

我想在 OpenGL 中围绕任意轴旋转一个点。我想利用它来旋转一个球体。

这是我目前得到的:

float degreeBetweenTwoVec(glm::vec3 &a, glm::vec3 b)
{
    float prod = b.x * a.x + b.y * a.y + b.z * a.z;
    float mag_axis = sqrt((b.x * b.x) + (b.y * b.y) + (b.z * b.z));
    float mag_vec = sqrt((a.x * a.x) + (a.y * a.y) + (a.z * a.z));
    float degree = prod / (mag_axis * mag_vec);

    return acos(degree) * 180.0 / PI;;
}
void rotAroundZ(glm::vec3 &point, float degree) 
{
    glm::vec3 n_point;

    n_point.x = (point.x * cos(degree * PI / 180.0)) - (point.y * sin(degree * PI / 180.0));
    n_point.y = (point.x * sin(degree * PI / 180.0)) + (point.y * cos(degree * PI / 180.0));
    n_point.z = point.z;

    point.x = n_point.x;
    point.y = n_point.y;
    point.z = n_point.z;
}
void rotAroundY(glm::vec3& point, float degree)
{
    glm::vec3 n_point;

    n_point.x = (point.x * cos(degree * PI / 180.0)) + (point.z * sin(degree * PI / 180.0));
    n_point.y = point.y;
    n_point.z = ((point.x * -1.0f) * sin(degree * PI / 180.0)) + (point.z * cos(degree * PI / 180.0));;

    point.x = n_point.x;
    point.y = n_point.y;
    point.z = n_point.z;
}
void rotAroundA(glm::vec3& point, glm::vec3 &axis, float zdegree)
{
    float xdegree = degreeBetweenTwoVec(axis, glm::vec3{ 1.0f, 0.0f, 0.0f });
    float ydegree = degreeBetweenTwoVec(axis, glm::vec3{ 0.0f, 1.0f, 0.0f });

    rotAroundZ(point,  xdegree);
    rotAroundY(point,  ydegree);
    rotAroundZ(point,  zdegree);
    rotAroundY(point, -ydegree);
    rotAroundZ(point, -xdegree);
}
void rotAObject(Object& obj, glm::vec3 &axis, float degree)
{
    axis = glm::normalize(axis);
    translate(axis, glm::vec3{ axis.x, axis.y, axis.z });
    for (int i = 0; i < obj.vertices.size(); i++)
    {
        rotAroundA(obj.vertices[i], axis, degree);
    }
    rotAroundA(obj.mp, axis, degree);
    translate(axis, glm::vec3{ axis.x * -1.0f, axis.y * -1.0f, axis.z * -1.0f });
}

如果给定的轴恰好在全局轴之一上,这就可以正常工作。但是,如果不是,并且给定的轴基本上是围绕其他东西旋转的。它围绕着某种轴旋转,但是一旦改变给定的轴,例如围绕 z 轴旋转它,它就会围绕与以前完全不同的轴旋转。看起来对于给定轴可以占据的每个位置,对象实际上都在围绕其他轴旋转。

感谢任何帮助!

我推荐使用旋转矩阵。使用 glm::rotate(), to set a rotation matrix by axis and angle.
将点转换为glm::vec4,通过旋转矩阵进行变换:

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
glm::mat4 rot_mat = glm::rotate(glm::mat4(1.0f), glm::radians(degree), axis);
glm::vec3 n_point = glm::vec3(glm::vec4(point, 1.0f) * rot_mat);