写在前面:正当很高兴地完成了矩阵相关的旋转后,发现如果涉及到旋转;矩阵,欧拉角(EulerAngles) ,四元数(Quaternions)这三个概念哪本书上都会提。这次先讲下欧拉角。
欧拉角是由三个角组成,这三个角分别是Yaw,Pitch,Roll。很难翻译这三个单词,Yaw 表示绕y轴旋转的角度,Pitch表示绕x轴旋转的角度,Roll表示绕z轴旋转的角度。也就是说,任意的旋转角度都可以通过这三次按照先后顺序旋转得到。矩阵很难让人具体形象表示,欧拉角就容易多了。注意可能很多地方三个角的先后次序不一样,我们这里选择跟DirectX 中的D3DXMatrixRotationYawPitchRoll函数保持一致,先绕y轴旋转,在绕x轴旋转,最后绕z轴旋转。
感觉Yaw(偏航),Pitch(投掷;倾斜;坠落),Roll(转动) 介绍飞机旋转的比较多,窃了三张图来更象形地表示下:
还记得这三个矩阵吗?绕相关轴旋转,乘以相关矩阵就行了,也就是说欧拉角最终还是转换成矩阵相乘,不过是要与三个矩阵相乘。
我们知道可以先把这三个矩阵相乘,这样可以节约计算量。就是要先计算这三个矩阵相乘,注意矩阵相乘次序是不可更改的,更改了结果就不一样了。
欧拉角的三个角,可以转变为矩阵与矩阵的相乘。
Directx 9.0中有个函数叫D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pOut, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)。根据上面复杂的矩阵,我们用C++替换成下面的函数。可能这个函数还有优化空间,数学太差啊。
//----------------------------------------------------------------------------- // Name: setupRotate() // Desc: 绕3个角度旋转 //----------------------------------------------------------------------------- VOID setupRotate(D3DXMATRIXA16 *returnMatrix, float yaw, float pitch, float roll) { float sx = sin(pitch); float sy = sin(yaw); float sz = sin(roll); float cx = cos(pitch); float cy = cos(yaw); float cz = cos(roll); returnMatrix->_11 = cz * cy - sx * sy * sz; returnMatrix->_12 = cy * sz + sx * sy * cz; returnMatrix->_13 = -sy * cx; returnMatrix->_14 = 0.0f; returnMatrix->_21 = -cx * sz; returnMatrix->_22 = cx * cz; returnMatrix->_23 = sx; returnMatrix->_24 = 0.0f; returnMatrix->_31 = sy * cz + sx * cy * sz; returnMatrix->_32 = sy * sz - sx * cy * cz; returnMatrix->_33 = cx * cy; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; }
先看下我们使用这个函数的例子效果:跟随鼠标移动的水壶,而不是自己在那旋转个不停。
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
除了上面的函数之外的核心代码(需要对Windows中的消息处理熟悉):
float g_fSpinX = 0.0f; float g_fSpinY = 0.0f; //鼠标最后位置 static POINT ptLastMousePosit; //当前鼠标位置 static POINT ptCurrentMousePosit; static bool bMousing; switch( msg ) { case WM_LBUTTONDOWN: // 当鼠标左键按下时,记录当前的位置(屏幕坐标),并设置按下标志 { ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam); ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam); bMousing = true; } break; case WM_LBUTTONUP: { bMousing = false; } break; case WM_MOUSEMOVE: // 鼠标移动时,保存X/Y轴的移动距离 { ptCurrentMousePosit.x = LOWORD (lParam); ptCurrentMousePosit.y = HIWORD (lParam); if( bMousing ) { g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x); g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y); } ptLastMousePosit.x = ptCurrentMousePosit.x; ptLastMousePosit.y = ptCurrentMousePosit.y; } break; } //最后两个值传到我们写好的函数中即可 setupRotate(&matWorld,D3DXToRadian(g_fSpinX),D3DXToRadian(g_fSpinY),0.0f);
//----------------------------------------------------------------------------- // 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 D3DDevice LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices ID3DXMesh* Objects = 0;//茶壶 float g_fSpinX = 0.0f; float g_fSpinY = 0.0f; // 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3个角度旋转 //----------------------------------------------------------------------------- VOID setupRotate(D3DXMATRIXA16 *returnMatrix, float yaw, float pitch, float roll) { float sx = sin(pitch); float sy = sin(yaw); float sz = sin(roll); float cx = cos(pitch); float cy = cos(yaw); float cz = cos(roll); returnMatrix->_11 = cz * cy - sx * sy * sz; returnMatrix->_12 = cy * sz + sx * sy * cz; returnMatrix->_13 = -sy * cx; returnMatrix->_14 = 0.0f; returnMatrix->_21 = -cx * sz; returnMatrix->_22 = cx * cz; returnMatrix->_23 = sx; returnMatrix->_24 = 0.0f; returnMatrix->_31 = sy * cz + sx * cy * sz; returnMatrix->_32 = sy * sz - sx * cy * cz; returnMatrix->_33 = cx * cy; 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; D3DXMatrixIdentity( &matWorld ); //根据x轴和y轴移动距离旋转 setupRotate(&matWorld,D3DXToRadian(g_fSpinX),D3DXToRadian(g_fSpinY),0.0f); 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 ); //Objects->Release(); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window's message handler //----------------------------------------------------------------------------- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { static POINT ptLastMousePosit; static POINT ptCurrentMousePosit; static bool bMousing; switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; case WM_LBUTTONDOWN: // 当鼠标左键按下时,记录当前的位置(屏幕坐标),并设置按下标志 { ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam); ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam); bMousing = true; } break; case WM_LBUTTONUP: { bMousing = false; } break; case WM_MOUSEMOVE: // 鼠标移动时,保存X/Y轴的移动距离 { ptCurrentMousePosit.x = LOWORD (lParam); ptCurrentMousePosit.y = HIWORD (lParam); if( bMousing ) { g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x); g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y); } ptLastMousePosit.x = ptCurrentMousePosit.x; ptLastMousePosit.y = ptCurrentMousePosit.y; } break; } 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; }
文章源地址:http://www.waitingfy.com/?p=375
项目下载:
YawPitchRoll (本站下载)
参考资源:http://hi.baidu.com/_鈊_烦_薏乱/blog/item/bac886c46164c1d438db49e7.html