三维的东西我涉及很少,
我想知道像Poser那样随意旋转人体位置变换视角是怎么搞的,
那位大哥能指点一下?
若有代码能指点小弟那更好(旋转规则物体就行),
小弟先谢了
我的MAIL: [email protected]
我想知道像Poser那样随意旋转人体位置变换视角是怎么搞的,
那位大哥能指点一下?
若有代码能指点小弟那更好(旋转规则物体就行),
小弟先谢了
我的MAIL: [email protected]
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/*---------------------三维实体类---------------------------------*/
/*------------------- by MasterDog -------------------------------*/
#include <math.h>typedef double MATRIX4X4[4][4]; //4*4矩阵typedef struct _vertex //顶点
{
int x,y,z,w;
}VERTEX;typedef struct _edge //边
{
UINT vertex1,vertex2;
}EDGE;typedef struct _model //三维模型
{
UINT numVerts;
VERTEX* vertices;
UINT numEdges;
EDGE* edges;
}MODEL;class C3DTransfor
{
public:
void DrawModel(CWnd* pWnd, MODEL &model);
void TransformModel(MODEL& model,int eye=300,int xTranslate=0,int yTranslate=0,int zTranslate=0,double xScale=1.0,double yScale=1.0,double zScale=1.0,int xRotate=0,int yRotate=0,int zRotate=0);
void Transform(MODEL& shape,MATRIX4X4& m);
void RotateZ(MATRIX4X4& m,int zAngle);
void RotateY(MATRIX4X4& m,int yAngle);
void RotateX(MATRIX4X4& m,int xAngle);
void Scale(MATRIX4X4& m,double xScale,double yScale,double zScale);
void Translate(MATRIX4X4& m,int xTrans,int yTrans,int zTrans);
void PerspProject(MODEL& model,double eye);
void MultMatrix(MATRIX4X4& product,MATRIX4X4& matrix1,MATRIX4X4& matrix2);
void CopyMatrix(MATRIX4X4& dst,MATRIX4X4& src);
void InitMatrix(MATRIX4X4& m);
C3DTransfor();
virtual ~C3DTransfor();};// 3DTransfor.cpp: implementation of the C3DTransfor class.
//
//////////////////////////////////////////////////////////////////////#include "stdafx.h"
#include "3DTransfor.h"//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////C3DTransfor::C3DTransfor()
{}C3DTransfor::~C3DTransfor()
{}void C3DTransfor::InitMatrix(MATRIX4X4 &m)
{
m[0][0]=1; m[0][1]=0; m[0][2]=0; m[0][3]=0;
m[1][0]=0; m[1][1]=1; m[1][2]=0; m[1][3]=0;
m[2][0]=0; m[2][1]=0; m[2][2]=1; m[2][3]=0;
m[3][0]=0; m[3][1]=0; m[3][2]=0; m[3][3]=1;
}void C3DTransfor::CopyMatrix(MATRIX4X4 &dst, MATRIX4X4 &src)
{
for(int i=0;i<4;++i)
for(int j=0;j<4;++j)
dst[i][j]=src[i][j];
}void C3DTransfor::MultMatrix(MATRIX4X4 &product, MATRIX4X4 &matrix1, MATRIX4X4 &matrix2)
{
for(int row=0;row<4;++row)
for(int col=0;col<4;++col)
{
double sum=0;
for(int tmpVar=0;tmpVar<4;++tmpVar)
sum+=matrix1[row][tmpVar]*matrix2[tmpVar][col];
product[row][col]=sum;
}
}void C3DTransfor::PerspProject(MODEL &model, double eye) //透视投影
{
if(eye==0)
return; for(UINT i=0;i<model.numVerts ;++i)
{
int xCoord = model.vertices [i].x;
int yCoord = model.vertices [i].y;
int zCoord = model.vertices [i].z;
double t=1.0/(1.0 - zCoord /eye);
model.vertices [i].x = (int) (xCoord*t);
model.vertices [i].y = (int) (yCoord*t);
}
}void C3DTransfor::Translate(MATRIX4X4 &m, int xTrans, int yTrans, int zTrans) //平移
{
MATRIX4X4 m1, m2; m1[0][0]=1; m1[0][1]=0; m1[0][2]=0; m1[0][3]=0;
m1[1][0]=0; m1[1][1]=1; m1[1][2]=0; m1[1][3]=0;
m1[2][0]=0; m1[2][1]=0; m1[2][2]=1; m1[2][3]=0;
m1[3][0]=xTrans; m1[3][1]=yTrans; m1[3][2]=zTrans; m1[3][3]=1; MultMatrix(m2, m1, m); CopyMatrix(m, m2);
}void C3DTransfor::Scale(MATRIX4X4 &m, double xScale, double yScale, double zScale) //缩放
{
MATRIX4X4 m1, m2; m1[0][0]=xScale; m1[0][1]=0; m1[0][2]=0; m1[0][3]=0;
m1[1][0]=0; m1[1][1]=yScale; m1[1][2]=0; m1[1][3]=0;
m1[2][0]=0; m1[2][1]=0; m1[2][2]=zScale; m1[2][3]=0;
m1[3][0]=0; m1[3][1]=0; m1[3][2]=0; m1[3][3]=1; MultMatrix(m2, m1, m); CopyMatrix(m, m2);
}void C3DTransfor::RotateX(MATRIX4X4 &m, int xAngle) //绕X轴旋转
{
MATRIX4X4 m1, m2; if(xAngle == 0) return; double radians = 6.283185308 / (360.0 / xAngle);
double c = cos(radians);
double s = sin(radians); m1[0][0]=1; m1[0][1]=0; m1[0][2]=0; m1[0][3]=0;
m1[1][0]=0; m1[1][1]=c; m1[1][2]=s; m1[1][3]=0;
m1[2][0]=0; m1[2][1]=-s; m1[2][2]=c; m1[2][3]=0;
m1[3][0]=0; m1[3][1]=0; m1[3][2]=0; m1[3][3]=1; MultMatrix(m2, m1, m);
CopyMatrix(m , m2);
}void C3DTransfor::RotateY(MATRIX4X4 &m, int yAngle) //绕Y轴旋转
{
MATRIX4X4 m1, m2; if(yAngle == 0) return; double radians = 6.283185308 / (360.0 / yAngle);
double c = cos(radians);
double s = sin(radians); m1[0][0]=c; m1[0][1]=0; m1[0][2]=-s; m1[0][3]=0;
m1[1][0]=0; m1[1][1]=1; m1[1][2]=0; m1[1][3]=0;
m1[2][0]=s; m1[2][1]=0; m1[2][2]=c; m1[2][3]=0;
m1[3][0]=0; m1[3][1]=0; m1[3][2]=0; m1[3][3]=1; MultMatrix(m2, m1, m);
CopyMatrix(m , m2);
}void C3DTransfor::RotateZ(MATRIX4X4 &m, int zAngle) //绕Z轴旋转
{
MATRIX4X4 m1, m2; if(zAngle == 0) return; double radians = 6.283185308 / (360.0 / zAngle);
double c = cos(radians);
double s = sin(radians); m1[0][0]=c; m1[0][1]=s; m1[0][2]=0; m1[0][3]=0;
m1[1][0]=-s; m1[1][1]=c; m1[1][2]=0; m1[1][3]=0;
m1[2][0]=0; m1[2][1]=0; m1[2][2]=1; m1[2][3]=0;
m1[3][0]=0; m1[3][1]=0; m1[3][2]=0; m1[3][3]=1; MultMatrix(m2, m1, m);
CopyMatrix(m , m2);
}void C3DTransfor::Transform(MODEL &shape, MATRIX4X4 &m) //综合变换
{
int transformedX, transformedY, transformedZ; for(UINT i=0;i<shape.numVerts;++i)
{
transformedX = (int)(shape.vertices[i].x * m[0][0] +
shape.vertices[i].y * m[1][0] +
shape.vertices[i].z * m[2][0] + m[3][0]);
transformedY = (int)(shape.vertices[i].x * m[0][1] +
shape.vertices[i].y * m[1][1] +
shape.vertices[i].z * m[2][1] + m[3][1]);
transformedZ = (int)(shape.vertices[i].x * m[0][2] +
shape.vertices[i].y * m[1][2] +
shape.vertices[i].z * m[2][2] +m[3][2]); shape.vertices[i].x=transformedX;
shape.vertices[i].y=transformedY;
shape.vertices[i].z=transformedZ;
}
}void C3DTransfor::TransformModel(MODEL& model,int eye,int xTranslate, int yTranslate, int zTranslate, double xScale, double yScale, double zScale, int xRotate, int yRotate, int zRotate)
{
MATRIX4X4 m;
InitMatrix(m); Translate(m,xTranslate,yTranslate,zTranslate);
Scale(m,xScale,yScale,zScale);
RotateX(m,xRotate);
RotateY(m,yRotate);
RotateZ(m,zRotate);
Transform(model,m);
PerspProject(model,eye);
}void C3DTransfor::DrawModel(CWnd* pWnd, MODEL &model)
{
int newX,newY;
RECT ClientRect; CClientDC ClientDC(pWnd); GetClientRect(pWnd->GetSafeHwnd(),&ClientRect); int maxX=ClientRect.right ;
int maxY=ClientRect.bottom ; for(UINT i=0;i<model.numEdges ;++i)
{
UINT vertNum=model.edges[i].vertex1 ;
newX = maxX/2 + model.vertices[vertNum-1].x ;
newY = maxY/2 - model.vertices[vertNum-1].y-1;
ClientDC.MoveTo(newX,newY); vertNum = model.edges[i].vertex2 ;
newX = maxX/2 + model.vertices[vertNum-1].x;
newY = maxY/2 - model.vertices[vertNum-1].y-1;
ClientDC.LineTo(newX,newY);
}
}
tempY=y
tempZ=z
x=tempX
y=tempY*cos(m) - tempZ*sin(m)
z=tempX*sin(m) + tmepZ*cos(m)绕y轴旋转m度tempX=x
tempY=y
tempZ=z
x=tempX*cos(m) + tempY*sin(m)
y=tempY
z= - tempX*sin(m) + tmepY*cos(m)绕z轴旋转m度tempX=x
tempY=y
tempZ=z
x=tempX*cos(m)-tmepY*sin(m)
y=tempX*sin(m)+tempY*cos(m)
z=tempZ
很简单的。
何必自己去做那些复杂的运算有了大炮还用弹弓?
================================================================
来自光哥的问候
l i u g y
:) CSDN 论 坛 助 手
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