Rodrigues’ rotation formula: Difference between revisions
(Added Wren) |
|||
Line 111: | Line 111: | ||
</lang> |
</lang> |
||
=={{header|Nim}}== |
|||
{{trans|Wren}} |
|||
Only changed most function names. |
|||
<lang Nim>import math |
|||
type |
|||
Vector = tuple[x, y, z: float] |
|||
Matrix = array[3, Vector] |
|||
func norm(v: Vector): float = |
|||
sqrt(v.x * v.x + v.y * v.y + v.z * v.z) |
|||
func normalized(v: Vector): Vector = |
|||
let length = v.norm() |
|||
result = (v.x / length, v.y / length, v.z / length) |
|||
func scalarProduct(v1, v2: Vector): float = |
|||
v1.x * v2.x + v1.y * v2.y + v1.z * v2.z |
|||
func vectorProduct(v1, v2: Vector): Vector = |
|||
(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x) |
|||
func angle(v1, v2: Vector): float = |
|||
arccos(scalarProduct(v1, v2) / (norm(v1) * norm(v2))) |
|||
func `*`(m: Matrix; v: Vector): Vector = |
|||
(scalarProduct(m[0], v), scalarProduct(m[1], v), scalarProduct(m[2], v)) |
|||
func rotate(p, v: Vector; a: float): Vector = |
|||
let ca = cos(a) |
|||
let sa = sin(a) |
|||
let t = 1 - ca |
|||
let r = [(ca + v.x * v.x * t, v.x * v.y * t - v.z * sa, v.x * v.z * t + v.y * sa), |
|||
(v.x * v.y * t + v.z * sa, ca + v.y * v.y * t, v.y * v.z * t - v.x * sa), |
|||
(v.z * v.x * t - v.y * sa, v.z * v.y * t + v.x * sa, ca + v.z * v.z * t)] |
|||
result = r * p |
|||
let |
|||
v1 = (5.0, -6.0, 4.0) |
|||
v2 = (8.0, 5.0, -30.0) |
|||
a = angle(v1, v2) |
|||
vp = vectorProduct(v1, v2) |
|||
nvp = normalized(vp) |
|||
np = v1.rotate(nvp, a) |
|||
echo np</lang> |
|||
{{out}} |
|||
<pre>(x: 2.232221073308228, y: 1.395138170817643, z: -8.370829024905852)</pre> |
|||
=={{header|Wren}}== |
=={{header|Wren}}== |
Revision as of 17:37, 29 September 2021
You are encouraged to solve this task according to the task description, using any language you may know.
- Task
Rotate a point about some axis by some angle.
Described here: https://en.wikipedia.org/wiki/Rodrigues%27_rotation_formula
Perl
<lang perl>
- !perl -w
use strict; use Math::Trig; # acos use JSON; use constant PI => 3.14159265358979;
- Rodrigues' formula for vector rotation - see https://stackoverflow.com/questions/42358356/rodrigues-formula-for-vector-rotation
sub norm {
my($v)=@_; return ($v->[0]*$v->[0] + $v->[1]*$v->[1] + $v->[2]*$v->[2]) ** 0.5;
} sub normalize {
my($v)=@_; my $length = &norm($v); return [$v->[0]/$length, $v->[1]/$length, $v->[2]/$length];
} sub dotProduct {
my($v1, $v2)=@_; return $v1->[0]*$v2->[0] + $v1->[1]*$v2->[1] + $v1->[2]*$v2->[2];
} sub crossProduct {
my($v1, $v2)=@_; return [$v1->[1]*$v2->[2] - $v1->[2]*$v2->[1], $v1->[2]*$v2->[0] - $v1->[0]*$v2->[2], $v1->[0]*$v2->[1] - $v1->[1]*$v2->[0]];
} sub getAngle {
my($v1, $v2)=@_; return acos(&dotProduct($v1, $v2) / (&norm($v1)*&norm($v2)))*180/PI; # remove *180/PI to go back to radians
} sub matrixMultiply {
my($matrix, $v)=@_; return [&dotProduct($matrix->[0], $v), &dotProduct($matrix->[1], $v), &dotProduct($matrix->[2], $v)];
} sub aRotate {
my($p, $v, $a)=@_; # point-to-rotate, vector-to-rotate-about, angle(degrees) my $ca = cos($a/180*PI); # remove /180*PI to go back to radians my $sa = sin($a/180*PI); my $t=1-$ca; my($x,$y,$z)=($v->[0], $v->[1], $v->[2]); my $r = [ [$ca + $x*$x*$t, $x*$y*$t - $z*$sa, $x*$z*$t + $y*$sa], [$x*$y*$t + $z*$sa, $ca + $y*$y*$t, $y*$z*$t - $x*$sa], [$z*$x*$t - $y*$sa, $z*$y*$t + $x*$sa, $ca + $z*$z*$t] ]; return &matrixMultiply($r, $p);
}
my $v1 = [5,-6,4]; my $v2 = [8,5,-30]; my $a = &getAngle($v1, $v2); my $cp = &crossProduct($v1, $v2); my $ncp = &normalize($cp); my $np = &aRotate($v1, $ncp, $a);
my $json=JSON->new->canonical;
print $json->encode($np) . "\n"; # => [ 2.23222107330823, 1.39513817081764, -8.37082902490585 ] = ok. </lang>
JavaScript
<lang javascript>
function norm(v) {
return Math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2]);
} function normalize(v) {
var length = norm(v); return [v[0]/length, v[1]/length, v[2]/length];
} function dotProduct(v1, v2) {
return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2];
} function crossProduct(v1, v2) {
return [v1[1]*v2[2] - v1[2]*v2[1], v1[2]*v2[0] - v1[0]*v2[2], v1[0]*v2[1] - v1[1]*v2[0]];
} function getAngle(v1, v2) {
return Math.acos(dotProduct(v1, v2) / (norm(v1)*norm(v2)));
} function matrixMultiply(matrix, v) {
return [dotProduct(matrix[0], v), dotProduct(matrix[1], v), dotProduct(matrix[2], v)];
} function aRotate(p, v, a) {
var ca = Math.cos(a), sa = Math.sin(a), t=1-ca, x=v[0], y=v[1], z=v[2]; var r = [ [ca + x*x*t, x*y*t - z*sa, x*z*t + y*sa], [x*y*t + z*sa, ca + y*y*t, y*z*t - x*sa], [z*x*t - y*sa, z*y*t + x*sa, ca + z*z*t] ]; return matrixMultiply(r, p);
}
var v1 = [5,-6,4]; var v2 = [8,5,-30]; var a = getAngle(v1, v2); var cp = crossProduct(v1, v2); var ncp = normalize(cp); var np = aRotate(v1, ncp, a); console.log(np);
</lang>
Nim
Only changed most function names. <lang Nim>import math
type
Vector = tuple[x, y, z: float] Matrix = array[3, Vector]
func norm(v: Vector): float =
sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
func normalized(v: Vector): Vector =
let length = v.norm() result = (v.x / length, v.y / length, v.z / length)
func scalarProduct(v1, v2: Vector): float =
v1.x * v2.x + v1.y * v2.y + v1.z * v2.z
func vectorProduct(v1, v2: Vector): Vector =
(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x)
func angle(v1, v2: Vector): float =
arccos(scalarProduct(v1, v2) / (norm(v1) * norm(v2)))
func `*`(m: Matrix; v: Vector): Vector =
(scalarProduct(m[0], v), scalarProduct(m[1], v), scalarProduct(m[2], v))
func rotate(p, v: Vector; a: float): Vector =
let ca = cos(a) let sa = sin(a) let t = 1 - ca let r = [(ca + v.x * v.x * t, v.x * v.y * t - v.z * sa, v.x * v.z * t + v.y * sa), (v.x * v.y * t + v.z * sa, ca + v.y * v.y * t, v.y * v.z * t - v.x * sa), (v.z * v.x * t - v.y * sa, v.z * v.y * t + v.x * sa, ca + v.z * v.z * t)] result = r * p
let
v1 = (5.0, -6.0, 4.0) v2 = (8.0, 5.0, -30.0) a = angle(v1, v2) vp = vectorProduct(v1, v2) nvp = normalized(vp) np = v1.rotate(nvp, a)
echo np</lang>
- Output:
(x: 2.232221073308228, y: 1.395138170817643, z: -8.370829024905852)
Wren
<lang ecmascript>var norm = Fn.new { |v| (v[0]*v[0] + v[1]*v[1] + v[2]*v[2]).sqrt }
var normalize = Fn.new { |v|
var length = norm.call(v) return [v[0]/length, v[1]/length, v[2]/length]
}
var dotProduct = Fn.new { |v1, v2| v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2] }
var crossProduct = Fn.new { |v1, v2|
return [v1[1]*v2[2] - v1[2]*v2[1], v1[2]*v2[0] - v1[0]*v2[2], v1[0]*v2[1] - v1[1]*v2[0]]
}
var getAngle = Fn.new { |v1, v2| (dotProduct.call(v1, v2) / (norm.call(v1) * norm.call(v2))).acos }
var matrixMultiply = Fn.new { |matrix, v|
return [dotProduct.call(matrix[0], v), dotProduct.call(matrix[1], v), dotProduct.call(matrix[2], v)]
}
var aRotate = Fn.new { |p, v, a|
var ca = a.cos var sa = a.sin var t = 1 - ca var x = v[0] var y = v[1] var z = v[2] var r = [ [ca + x*x*t, x*y*t - z*sa, x*z*t + y*sa], [x*y*t + z*sa, ca + y*y*t, y*z*t - x*sa], [z*x*t - y*sa, z*y*t + x*sa, ca + z*z*t] ] return matrixMultiply.call(r, p)
}
var v1 = [5, -6, 4] var v2 = [8, 5,-30] var a = getAngle.call(v1, v2) var cp = crossProduct.call(v1, v2) var ncp = normalize.call(cp) var np = aRotate.call(v1, ncp, a) System.print(np)</lang>
- Output:
[2.2322210733082, 1.3951381708176, -8.3708290249059]