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矩阵中的数学旋转公式 变换到 C++中函

发布时间: 2013-01-26 13:47:03 作者: rapoo

矩阵中的数学旋转公式 转换到 C++中函数 替换DirectX 9.0中D3DXMatrixRotationAxis函数

还记得

对上面这张gif图片是如何制作感兴趣?看截取视频,然后制成gif 教程

首先看下数学公式:


矩阵中的数学旋转公式 变换到 C++中函数 替换DirectX 9.0中D3DXMatrixRotationAxis函数


由上面的数学公式,我们转换的C++函数:

具体使用上面两个函数的例子:


我稍微修改了下自定义旋转的轴,改成一个非单位向量,(1.0f, 1.0f, 0.0f),旋转效果(变形的飞起,哈哈):

矩阵中的数学旋转公式 变换到 C++中函数 替换DirectX 9.0中D3DXMatrixRotationAxis函数

完整代码(看的麻烦的同学,可以拉到底下载整个项目来看):

//-----------------------------------------// File: Lights.cpp// Copyright (c) Microsoft Corporation & Waitingfy.com. All rights reserved.//-----------------------------------------#include <Windows.h>#include <mmsystem.h>#include <d3dx9.h>#include <strsafe.h>#include <math.h>#include <assert.h>//-----------------------------------------// Global variables//-----------------------------------------LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering deviceLPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold verticesID3DXMesh* Objects;//茶壶// A structure for our custom vertex type. We added a normal, and omitted the// color (which is provided by the material)struct CUSTOMVERTEX{    D3DXVECTOR3 position; // The 3D position for the vertex    D3DXVECTOR3 normal;   // The surface normal for the vertex};// Our custom FVF, which describes our custom vertex structure#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)//-----------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------HRESULT InitD3D( HWND hWnd ){    // Create the D3D object.    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )        return E_FAIL;    // Set up the structure used to create the D3DDevice. Since we are now    // using more complex geometry, we will create a device with a zbuffer.    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = TRUE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    d3dpp.EnableAutoDepthStencil = TRUE;    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;    // Create the D3DDevice    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,                                      &d3dpp, &g_pd3dDevice ) ) )    {        return E_FAIL;    }    // Turn off culling    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );    // Turn on the zbuffer    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );    return S_OK;}//-----------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------VOID Cleanup(){    if( g_pVB != NULL )        g_pVB->Release();    if( g_pd3dDevice != NULL )        g_pd3dDevice->Release();    if( g_pD3D != NULL )        g_pD3D->Release();    if(Objects != NULL)   Objects->Release();}//-----------------------------------------// Name: setupRotate()// Desc: 绕x,y,z轴旋转,axis:1表示绕x轴,2表示y轴,3表示z轴//-----------------------------------------VOID setupRotate(D3DXMATRIXA16 *returnMatrix,int axis, float theta){float s, c;s = sin(theta),c=cos(theta);switch (axis) {case 1: // Rotate about the x-axisreturnMatrix->_11 = 1.0f; returnMatrix->_12 = 0.0f; returnMatrix->_13 = 0.0f; returnMatrix->_14 = 0.0f;returnMatrix->_21 = 0.0f; returnMatrix->_22 = c; returnMatrix->_23 = s; returnMatrix->_24 = 0.0f;returnMatrix->_31 = 0.0f; returnMatrix->_32 = -s; returnMatrix->_33 = c; returnMatrix->_34 = 0.0f;returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f;break;case 2: // Rotate about the y-axisreturnMatrix->_11 = c; returnMatrix->_12 = 0.0f; returnMatrix->_13 = -s; returnMatrix->_14 = 0.0f;returnMatrix->_21 = 0.0f; returnMatrix->_22 = 1.0f; returnMatrix->_23 = 0.0f; returnMatrix->_24 = 0.0f;returnMatrix->_31 = s; returnMatrix->_32 = 0.0f; returnMatrix->_33 = c; returnMatrix->_34 = 0.0f;returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f;break;case 3: // Rotate about the z-axisreturnMatrix->_11 = c; returnMatrix->_12 = s; returnMatrix->_13 = 0.0f; returnMatrix->_14 = 0.0f;returnMatrix->_21 = -s; returnMatrix->_22 = c; returnMatrix->_23 = 0.0f; returnMatrix->_24 = 0.0f;returnMatrix->_31 = 0.0f; returnMatrix->_32 = 0.0f; returnMatrix->_33 = 1.0f; returnMatrix->_34 = 0.0f;returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f;break;default:// bogus axis indexassert(false);}}//-----------------------------------------// Name: setupRotate()// Desc: 绕自定义轴旋转,类似DirectX中的函数D3DXMatrixRotationAxis//-----------------------------------------VOID setupRotate(const D3DXVECTOR3 &axis, D3DXMATRIXA16 *returnMatrix, float theta){   //要旋转的向量轴必须是单位向量,不然物体会变形   //assert(fabs(axis*axis - 1.0f) < .01f);   float s, c;s = sin(theta),c=cos(theta);// 计算出一些重复利用的子表达式。float a = 1.0f - c;float ax = a * axis.x;float ay = a * axis.y;float az = a * axis.z;returnMatrix->_11 = ax*axis.x + c;returnMatrix->_12 = ax*axis.y + axis.z*s;returnMatrix->_13 = ax*axis.z - axis.y*s;returnMatrix->_14 = 0.0f;returnMatrix->_21 = ay*axis.x - axis.z*s;returnMatrix->_22 = ay*axis.y + c;returnMatrix->_23 = ay*axis.z + axis.x*s;returnMatrix->_24 = 0.0f;returnMatrix->_31 = az*axis.x + axis.y*s;    returnMatrix->_32 = az*axis.y - axis.x*s;    returnMatrix->_33 = az*axis.z + c;returnMatrix->_34 = 0.0f;    returnMatrix->_41 = 0.0f;returnMatrix->_42 = 0.0f;returnMatrix->_43 = 0.0f;returnMatrix->_44 = 1.0f;}//-----------------------------------------// Name: SetupMatrices()// Desc: Sets up the world, view, and projection transform matrices.//-----------------------------------------VOID SetupMatrices(){    // 旋转    D3DXMATRIXA16 matWorld;//自定义旋转的轴//D3DXVECTOR3 axis(1.0f/sqrt(3), 1.0f/sqrt(3), 1.0f/sqrt(3));    D3DXVECTOR3 axis(1.0f, 1.0f, 0.0f);    D3DXMatrixIdentity( &matWorld );/*DirectX 官方API*/    //D3DXMatrixRotationY( &matWorld, timeGetTime()/500.0f );/*使用自定义旋转函数1*///setupRotate(&matWorld,2,timeGetTime()/500.0f);    /*使用自定义旋转函数2*/setupRotate(axis,&matWorld,timeGetTime()/500.0f);    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );    // 摄像机的位置    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );    D3DXMATRIXA16 matView;    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );    // 设置视锥体大小    D3DXMATRIXA16 matProj;    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );}//-----------------------------------------// Name: SetupLights()// Desc: Sets up the Lights and materials for the scene.//-----------------------------------------VOID SetupLights(){    // 初始化一个材料    D3DMATERIAL9 mtrl;    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );    mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材质有漫射和环境光的设置,都为黄色    g_pd3dDevice->SetMaterial( &mtrl );    // 初始化一个白色的方向光    D3DXVECTOR3 vecDir;    D3DLIGHT9 light;    ZeroMemory( &light, sizeof(D3DLIGHT9) );    light.Type       = D3DLIGHT_DIRECTIONAL;//方向光light.Diffuse = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);//设置光源的漫射光颜色为白色light.Direction = D3DXVECTOR3(0.0f,0.0f,1.0f);//光的传播方向平行z轴    light.Range       = 1000.0f;    g_pd3dDevice->SetLight( 0, &light );    g_pd3dDevice->LightEnable( 0, TRUE );    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );    // Finally, turn on some ambient light.    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );}//-----------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------VOID Render(){    // 背景为蓝色    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,                         D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );    // Begin the scene    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )    {        // 茶壶的材料颜色也定义在这个函数中        SetupLights();        // Setup the world, view, and projection matrices        SetupMatrices();        // Render the vertex buffer contents        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );//创建一个茶壶Objects = 0;D3DXMATRIX  Worlds;D3DXCreateTeapot(g_pd3dDevice, &Objects, 0);Objects->DrawSubset(0);                Objects->Release();                 Objects=0;        // End the scene        g_pd3dDevice->EndScene();    }    // Present the backbuffer contents to the display    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ){    switch( msg )    {        case WM_DESTROY:            Cleanup();            PostQuitMessage( 0 );            return 0;    }    return DefWindowProc( hWnd, msg, wParam, lParam );}//-----------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){    // Register the window class    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,                      "D3D Tutorial", NULL };    RegisterClassEx( &wc );    // Create the application's window    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 04: Lights",                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,                              GetDesktopWindow(), NULL, wc.hInstance, NULL );    // Initialize Direct3D    if( SUCCEEDED( InitD3D( hWnd ) ) )    {            // Show the window            ShowWindow( hWnd, SW_SHOWDEFAULT );            UpdateWindow( hWnd );            // Enter the message loop            MSG msg;            ZeroMemory( &msg, sizeof(msg) );            while( msg.message!=WM_QUIT )            {                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )                {                    TranslateMessage( &msg );                    DispatchMessage( &msg );                }                else                    Render();            }    }    UnregisterClass( "D3D Tutorial", wc.hInstance );    return 0;}



项目下载:
RotationArbitrary (本站下载)
http://download.csdn.net/detail/fox64194167/4843805 (CSDN下载,免积分)
文章源地址:http://www.waitingfy.com/?p=363

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