• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            C++ Programmer's Cookbook

            {C++ 基礎(chǔ)} {C++ 高級} {C#界面,C++核心算法} {設(shè)計模式} {C#基礎(chǔ)}

            Managed Directx ---world matrix , projection matrix , view matrix

            Set Up a View Matrix

            (^_^,只能看到projection以后棱錐上下截面間的部分)
            The three input vectors represent the following, respectively:

            1. The eye point: [0, 3, -5].???? (眼睛)
            2. The camera look-at target: the origin [0, 0, 0]. (眼睛要看的東東)
            3. The current world's up-direction: usually [0, 1, 0].?? (指出那邊是上面)

            ?

            using ?Microsoft.DirectX.Direct3D;

            Device?device?
            = ? null ;?? // ?Create?rendering?device.

            // ?Set?up?the?view?matrix.?A?view?matrix?can?be?defined?given?an?eye?point,
            // ???a?point?to?view,?and?a?direction?for?which?way?is?up.?Here,?you?set?
            // ???the?eye?five?units?back?along?the?z-axis?and?up?three?units,?view?the
            // ???origin,?and?define?"up"?to?be?in?the?y-direction.

            device.Transform.View?
            = ?Microsoft.DirectX.Matrix.LookAtLH(
            ????????????????????????????
            new ?Vector3( 0.0f ,? 3.0f ,? - 5.0f ),
            ????????????????????????????
            new ?Vector3( 0.0f ,? 0.0f ,? 0.0f ),
            ????????????????????????????
            new ?Vector3( 0.0f ,? 1.0f ,? 0.0f ));

            Set Up a Projection Matrix??

            (project以后得到我們能夠看到的所有:一個棱錐上下截面間的部分)

            This example demonstrates how to set up the projection transformation matrix, which transforms 3-D camera or view space coordinates into 2-D screen coordinates.

            See the following C# code example, the Projection transformation matrix is set to be equal to the left-handed (LH) PerspectiveFovLH matrix. Input arguments to PerspectiveFovLH are as follows.

            1. Field of view in radians: pi/4. (一般都為1/4 pi)
            2. Aspect ratio, or view-space height divided by width: 1, for a square window. (長寬的比)
            3. Near clipping plane distance: 1 unit.???? (離眼睛近的點,即棱錐的上面)
            4. Far clipping plane distance: 100 units.? (離眼睛遠的點,即棱錐的下面)

            ?

            using?Microsoft.DirectX;

            Direct3D.Device?device?
            =?null;??//?Create?rendering?device.

            //?For?the?projection?matrix,?you?set?up?a?perspective?transform?(which
            //???transforms?geometry?from?3-D?view?space?to?2-D?viewport?space,?with
            //???a?perspective?divide?making?objects?smaller?in?the?distance).?To?build
            //???a?perspective?transform,?you?need?the?field?of?view?(1/4?pi?is?common),
            //???the?aspect?ratio,?and?the?near?and?far?clipping?planes?(which?define?
            //???the?distances?at?which?geometry?should?no?longer?be?rendered).

            device.Transform.Projection?
            =?Matrix.PerspectiveFovLH(
            ??????????????????????????????(
            float)Math.PI?/?4,?1.0f,?1.0f,?100.0f?);

            What Is a World Transformation?

            A world transformation changes coordinates from model space, where vertices are defined relative to a model's local origin, to world space, where vertices are defined relative to an origin common to all of the objects in a scene. In essence, the world transformation places a model into the world; hence its name.

            Setting Up a World Matrix

            As with any other transformation, you create the world transformation by concatenating a series of transformation matrices into a single matrix that contains the sum total of their effects. In the simplest case, when a model is at the world origin and its local coordinate axes are oriented the same as world space, the world matrix is the identity matrix. More commonly, the world matrix is a combination of a translation into world space and possibly one or more rotations to turn the model as needed.

            The following C# code example, from a fictitious 3-D model class written in C#, creates a world matrix that includes three rotations to orient a model and a translation to relocate it relative to its position in world space.

            ?

            public?class?ModelClass
            {
            ???
            private?float?xPos=0;
            ???
            private?float?yPos=0;
            ???
            private?float?zPos=0;

            ???
            private?float?Pitch=0;
            ???
            private?float?Yaw=0;
            ???
            private?float?Roll=0;

            ???
            //Other?model?properties?and?methods
            ???
            ???
            public?Matrix?MakeWorldMatrix(Matrix?worldMatrix)
            ???
            {
            ??????worldMatrix.Translate(xPos,yPos,zPos);

            ??????Matrix?matRot?
            =?Matrix.Identity;

            ??????matRot.RotateYawPitchRoll(Yaw,Pitch,Roll);
            ??????
            ??????worldMatrix?
            =?Matrix.Multiply(matRot,?worldMatrix);

            ??????
            return?worldMatrix;

            ???}

            }


            Note:?Direct3D uses the world and view matrices that you set to configure several internal data structures. Each time you set a new world or view matrix, the system recalculates the associated internal structures. Setting these matrices frequently—for example, thousands of times per frame—is computationally time-consuming. You can minimize the number of required calculations by concatenating your world and view matrices into a world-view matrix that you set as the world matrix, and then setting the view matrix to the identity. Keep cached copies of individual world and view matrices so that you can modify, concatenate, and reset the world matrix as needed. For clarity, Direct3D samples in this documentation rarely employ this optimization.

            posted on 2006-06-09 15:07 夢在天涯 閱讀(1584) 評論(0)  編輯 收藏 引用 所屬分類: DirectX

            公告

            EMail:itech001#126.com

            導(dǎo)航

            統(tǒng)計

            • 隨筆 - 461
            • 文章 - 4
            • 評論 - 746
            • 引用 - 0

            常用鏈接

            隨筆分類

            隨筆檔案

            收藏夾

            Blogs

            c#(csharp)

            C++(cpp)

            Enlish

            Forums(bbs)

            My self

            Often go

            Useful Webs

            Xml/Uml/html

            搜索

            •  

            積分與排名

            • 積分 - 1808189
            • 排名 - 5

            最新評論

            閱讀排行榜

            午夜天堂av天堂久久久| 久久综合伊人77777| 久久久久高潮毛片免费全部播放 | 久久这里只有精品久久| 国产精品热久久毛片| 狠狠综合久久综合88亚洲| 97久久超碰成人精品网站| 一级女性全黄久久生活片免费 | 久久久久国产精品三级网| 99久久夜色精品国产网站| 热99re久久国超精品首页| 五月丁香综合激情六月久久 | 亚洲中文久久精品无码ww16 | 国产精品免费久久久久久久久 | 精品久久久久久无码专区不卡| 精品无码人妻久久久久久| 性欧美丰满熟妇XXXX性久久久 | 蜜臀av性久久久久蜜臀aⅴ| 中文精品久久久久国产网址| 一本色道久久综合狠狠躁| 久久久精品波多野结衣| 国产午夜福利精品久久2021| 中文字幕精品久久久久人妻| 中文字幕亚洲综合久久2| 日本人妻丰满熟妇久久久久久| 久久无码专区国产精品发布 | 国产伊人久久| 天天久久狠狠色综合| 国产精品久久久久影院色| 久久久久亚洲AV成人网人人网站| 亚洲精品无码专区久久同性男 | 亚洲AV无码1区2区久久| 久久久久久国产精品美女| 欧美久久亚洲精品| 国产精品99久久久久久宅男| 91精品国产91久久久久久| 国产精品久久亚洲不卡动漫| 久久天天躁狠狠躁夜夜avapp | 亚洲人成电影网站久久| 亚洲综合久久夜AV | 精品久久久久成人码免费动漫|