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            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 實現(xiàn)太陽系的模擬

            c#代碼:
            //------------------------------------------------------------------------------
            //???????????Name:?dx9cs_transforms.cs
            //?????????Author:?Kevin?Harris
            //??Last?Modified:?06/28/05
            //????Description:?Demonstrates?how?to?use?translation,?rotation,?and?scaling?
            //?????????????????matrices?to?create?a?simulated?solar?system.
            //
            //???Control?Keys:?F1????-?Speed?up?rotations
            //?????????????????F2????-?Slow?down?rotations
            //?????????????????Space?-?Toggle?orbiting?on/off
            //------------------------------------------------------------------------------

            using?System;
            using?System.Drawing;
            using?System.Windows.Forms;
            using?Microsoft.DirectX;
            using?Microsoft.DirectX.Direct3D;

            namespace?DX9Sample
            {
            ????
            public?class?DX9Form?:?System.Windows.Forms.Form
            ????
            {
            ????????
            private?Device?d3dDevice?=?null;
            ????????
            private?bool?mousing?=?false;
            ????????
            private?Point?ptLastMousePosit;
            ????????
            private?Point?ptCurrentMousePosit;
            ????????
            private?Mesh?sunMesh;
            ????????
            private?Mesh?earthMesh;
            ????????
            private?Mesh?moonMesh;
            ????????
            private?MatrixStack?matrixStack;

            ????????
            static?private?float?elapsedTime;
            ????????
            static?private?DateTime?currentTime;
            ????????
            static?private?DateTime?lastTime;

            ????????
            private?float?speedmodifier?=?1.0f;
            ????????
            private?bool?orbitOn?=?true;

            ????????
            static?private?float?fSunSpin?=?0.0f;
            ????????
            static?private?float?fEarthSpin?=?0.0f;
            ????????
            static?private?float?fEarthOrbit?=?0.0f;
            ????????
            static?private?float?fMoonSpin?=?0.0f;
            ????????
            static?private?float?fMoonOrbit?=?0.0f;

            ????????
            struct?Vertex
            ????????
            {
            ????????????
            public?float?x,?y,?z;?//?Position?of?vertex?in?3D?space
            ????????????public?int?color;?????//?Diffuse?color?of?vertex

            ????????????
            public?Vertex(float?_x,?float?_y,?float?_z,?int?_color)
            ????????????
            {
            ????????????????x?
            =?_x;?y?=?_y;?z?=?_z;
            ????????????????color?
            =?_color;
            ????????????}


            ????????????
            public?static?readonly?VertexFormats?FVF_Flags?=?VertexFormats.Position?|?VertexFormats.Diffuse;
            ????????}
            ;

            ????????
            public?DX9Form()
            ????????
            {
            ????????????
            this.ClientSize?=?new?System.Drawing.Size(640,?480);
            ????????????
            this.Text?=?"Direct3D?(DX9/C#)?-?Transforms";
            ????????????
            this.SetStyle(ControlStyles.AllPaintingInWmPaint?|?ControlStyles.Opaque,?true);
            ????????}


            ????????
            protected?override?void?OnPaint(System.Windows.Forms.PaintEventArgs?e)
            ????????
            {
            ????????????currentTime?
            =?DateTime.Now;
            ????????????TimeSpan?elapsedTimeSpan?
            =?currentTime.Subtract(lastTime);
            ????????????elapsedTime?
            =?(float)elapsedTimeSpan.Milliseconds?*?0.001f;
            ????????????lastTime?
            =?currentTime;

            ????????????
            this.Render();
            ????????????
            this.Invalidate();
            ????????}


            ????????
            protected?override?void?OnKeyDown(System.Windows.Forms.KeyEventArgs?e)
            ????????
            {
            ????????????
            switch?(e.KeyCode)
            ????????????
            {
            ????????????????
            case?System.Windows.Forms.Keys.Escape:
            ????????????????????
            this.Dispose();
            ????????????????????
            break;

            ????????????????
            case?System.Windows.Forms.Keys.Space:
            ????????????????????orbitOn?
            =?!orbitOn;
            ????????????????????
            break;

            ????????????????
            case?System.Windows.Forms.Keys.F1:
            ????????????????????
            ++speedmodifier;
            ????????????????????
            break;

            ????????????????
            case?System.Windows.Forms.Keys.F2:
            ????????????????????
            --speedmodifier;
            ????????????????????
            break;
            ????????????}

            ????????}


            ????????
            protected?override?void?Dispose(bool?disposing)
            ????????
            {
            ????????????
            base.Dispose(disposing);
            ????????}


            ????????
            static?void?Main()
            ????????
            {
            ????????????
            using?(DX9Form?frm?=?new?DX9Form())
            ????????????
            {
            ????????????????frm.Show();
            ????????????????frm.Init();
            ????????????????Application.Run(frm);
            ????????????}

            ????????}


            ????????
            ///?<summary>
            ????????
            ///?This?method?basically?creates?and?initialize?the?Direct3D?device?and
            ????????
            ///?anything?else?that?doens't?need?to?be?recreated?after?a?device?
            ????????
            ///?reset.
            ????????
            ///?</summary>

            ????????private?void?Init()
            ????????
            {
            ????????????
            //
            ????????????
            //?Do?we?support?hardware?vertex?processing??If?so,?use?it.?
            ????????????
            //?If?not,?downgrade?to?software.
            ????????????
            //

            ????????????Caps?caps?
            =?Manager.GetDeviceCaps(Manager.Adapters.Default.Adapter,
            ???????????????????????????????????????????????DeviceType.Hardware);
            ????????????CreateFlags?flags;

            ????????????
            if?(caps.DeviceCaps.SupportsHardwareTransformAndLight)
            ????????????????flags?
            =?CreateFlags.HardwareVertexProcessing;
            ????????????
            else
            ????????????????flags?
            =?CreateFlags.SoftwareVertexProcessing;

            ????????????
            //
            ????????????
            //?Everything?checks?out?-?create?a?simple,?windowed?device.
            ????????????
            //

            ????????????PresentParameters?d3dpp?
            =?new?PresentParameters();

            ????????????d3dpp.BackBufferFormat?
            =?Format.Unknown;
            ????????????d3dpp.SwapEffect?
            =?SwapEffect.Discard;
            ????????????d3dpp.Windowed?
            =?true;
            ????????????d3dpp.EnableAutoDepthStencil?
            =?true;
            ????????????d3dpp.AutoDepthStencilFormat?
            =?DepthFormat.D16;
            ????????????d3dpp.PresentationInterval?
            =?PresentInterval.Immediate;

            ????????????d3dDevice?
            =?new?Device(0,?DeviceType.Hardware,?this,?flags,?d3dpp);

            ????????????
            //?Register?an?event-handler?for?DeviceReset?and?call?it?to?continue
            ????????????
            //?our?setup.
            ????????????d3dDevice.DeviceReset?+=?new?System.EventHandler(this.OnResetDevice);
            ????????????OnResetDevice(d3dDevice,?
            null);
            ????????}


            ????????
            ///?<summary>
            ????????
            ///?This?event-handler?is?a?good?place?to?create?and?initialize?any?
            ????????
            ///?Direct3D?related?objects,?which?may?become?invalid?during?a?
            ????????
            ///?device?reset.
            ????????
            ///?</summary>

            ????????public?void?OnResetDevice(object?sender,?EventArgs?e)
            ????????
            {
            ????????????Device?device?
            =?(Device)sender;
            ????????????device.Transform.Projection?
            =
            ????????????????Matrix.PerspectiveFovLH(Geometry.DegreeToRadian(
            45.0f),
            ????????????????(
            float)this.ClientSize.Width?/?this.ClientSize.Height,
            ????????????????
            0.1f,?100.0f);

            ????????????device.RenderState.Lighting?
            =?false;
            ????????????device.RenderState.CullMode?
            =?Cull.None;
            ????????????device.RenderState.FillMode?
            =?FillMode.WireFrame;

            ????????????
            //
            ????????????
            //?We'll?use?the?Mesh.Sphere?method?to?create?three?simple?sphere?
            ????????????
            //?meshes?to?experiment?with.
            ????????????
            //

            ????????????sunMesh?
            =?Mesh.Sphere(device,?1.0f,?20,?20);
            ????????????earthMesh?
            =?Mesh.Sphere(device,?1.0f,?10,?10);
            ????????????moonMesh?
            =?Mesh.Sphere(device,?0.5f,?8,?8);

            ????????????
            //
            ????????????
            //?Unfortunately,?the?Mesh.Sphere?utility?function?creates?a?mesh?
            ????????????
            //?with?no?color,?so?we'll?need?to?make?a?clone?of?the?original?
            ????????????
            //?meshes?using?a?FVF?code?that?does?include?color?so?we?can?set?up?
            ????????????
            //?the?Earth?and?Sun?with?color.
            ????????????
            //
            ????????????
            //?Once?that's?been?done,?we'll?need?to?set?the?color?values?to??
            ????????????
            //?something?appropriate?for?our?solar?system?model.
            ????????????
            //

            ????????????
            //
            ????????????
            //?Clone?the?original?Earth?mesh?and?make?it?blue
            ????????????
            //

            ????????????Mesh?tempMesh?
            =?earthMesh.Clone(earthMesh.Options.Value,?Vertex.FVF_Flags,?device);

            ????????????Vertex[]?vertData?
            =
            ????????????????(Vertex[])tempMesh.VertexBuffer.Lock(
            0,?typeof(Vertex),
            ???????????????????????????????????????????????????????LockFlags.None,
            ???????????????????????????????????????????????????????tempMesh.NumberVertices);

            ????????????
            for?(int?i?=?0;?i?<?vertData.Length;?++i)
            ????????????????vertData[i].color?
            =?Color.Blue.ToArgb();

            ????????????tempMesh.VertexBuffer.Unlock();

            ????????????earthMesh.Dispose();
            ????????????earthMesh?
            =?tempMesh;

            ????????????
            //
            ????????????
            //?Clone?the?original?Sun?mesh?and?make?it?yellow
            ????????????
            //

            ????????????tempMesh?
            =?sunMesh.Clone(sunMesh.Options.Value,?Vertex.FVF_Flags,?device);

            ????????????vertData?
            =
            ????????????????(Vertex[])tempMesh.VertexBuffer.Lock(
            0,?typeof(Vertex),
            ???????????????????????????????????????????????????????LockFlags.None,
            ???????????????????????????????????????????????????????tempMesh.NumberVertices);

            ????????????
            for?(int?i?=?0;?i?<?vertData.Length;?++i)
            ????????????????vertData[i].color?
            =?Color.Yellow.ToArgb();

            ????????????tempMesh.VertexBuffer.Unlock();

            ????????????sunMesh.Dispose();
            ????????????sunMesh?
            =?tempMesh;

            ????????????
            //
            ????????????
            //?Create?a?matrix?stack
            ????????????
            //

            ????????????matrixStack?
            =?new?MatrixStack();
            ????????}


            ????????
            //*
            ????????/*????///?<summary>
            ????????????///?This?method?is?dedicated?completely?to?rendering?our?3D?scene?and?is
            ????????????///?is?called?by?the?OnPaint()?event-handler.
            ????????????///?
            ????????????///?Render?a?solar?system?using?the?D3DXMATRIX?utility?class.
            ????????????///?</summary>
            ????????????private?void?Render()
            ????????????{
            ????????????????//?Now?we?can?clear?just?view-port's?portion?of?the?buffer?to?red
            ????????????????d3dDevice.Clear(?ClearFlags.Target?|?ClearFlags.ZBuffer,?
            ?????????????????????????????????Color.FromArgb(255,?0,?0,?0),?1.0f,?0?);

            ????????????????d3dDevice.BeginScene();

            ????????????????//
            ????????????????//?Have?the?view?matrix?move?the?view?move?us?to?a?good?vantage?point?so?
            ????????????????//?we?can?see?the?Sun?sitting?at?the?origin?while?the?Earth?orbits?it.
            ????????????????//

            ????????????????d3dDevice.Transform.View?=?Matrix.LookAtLH(?new?Vector3(0.0f,?2.0f,?-25.0f),?//?Camera?position
            ????????????????????????????????????????????????????????????new?Vector3(0.0f,?0.0f,?0.0f),???//?Look-at?point
            ????????????????????????????????????????????????????????????new?Vector3(0.0f,?1.0f,?0.0f));??//?Up?vector

            ????????????????if(?orbitOn?==?true?)
            ????????????????{
            ????????????????????fSunSpin?+=?speedmodifier?*?(elapsedTime?*?10.0f);

            ????????????????????fEarthSpin??+=?speedmodifier?*?(elapsedTime?*?100.0f);
            ????????????????????fEarthOrbit?+=?speedmodifier?*?(elapsedTime?*?20.0f);

            ????????????????????fMoonSpin??+=?speedmodifier?*?(elapsedTime?*?50.0f);
            ????????????????????fMoonOrbit?+=?speedmodifier?*?(elapsedTime?*?200.0f);
            ????????????????}

            ????????????????//
            ????????????????//?The?Sun?is?easy?because?the?mesh?for?it?is?initially?created?centered??
            ????????????????//?at?origin.?All?we?have?to?do?is?spin?it?by?rotating?it?about?the?Y?axis
            ????????????????//?and?scale?it?by?5.0f.
            ????????????????//

            ????????????????Matrix?mSunScale?=?Matrix.Identity;
            ????????????????Matrix?mSunSpinRotation?=?Matrix.Identity;
            ????????????????Matrix?mSunMatrix?=?Matrix.Identity;
            ????
            ????????????????mSunSpinRotation.RotateY(?Geometry.DegreeToRadian(?fSunSpin?)?);
            ????????????????mSunScale.Scale(?5.0f,?5.0f,?5.0f?);

            ????????????????//?Now,?concatenate?them?together
            ????????????????mSunMatrix?=?mSunScale?*???????//?1.?Uniformly?scale?the?Sun?up?in?size
            ?????????????????????????????mSunSpinRotation;?//?2.?and?then?spin?it?on?its?axis.

            ????????????????d3dDevice.Transform.World?=?mSunMatrix;
            ????????????????sunMesh.DrawSubset(0);

            ????????????????//
            ????????????????//?The?Earth?is?a?little?more?complicated?since?it?needs?to?spin?as?well?
            ????????????????//?as?orbit?the?Sun.?This?can?be?done?by?combining?three?transformations?
            ????????????????//?together.
            ????????????????//
            ????????????
            ????????????????Matrix?mEarthTranslationToOrbit?=?Matrix.Identity;
            ????????????????Matrix?mEarthSpinRotation?=?Matrix.Identity;
            ????????????????Matrix?mEarthOrbitRotation?=?Matrix.Identity;
            ????????????????Matrix?mEarthMatrix?=?Matrix.Identity;

            ????????????????mEarthSpinRotation.RotateY(?Geometry.DegreeToRadian(?fEarthSpin?)?);
            ????????????????mEarthTranslationToOrbit.Translate(?0.0f,?0.0f,?10.0f?);
            ????????????????mEarthOrbitRotation.RotateY(?Geometry.DegreeToRadian(?fEarthOrbit?)?);

            ????????????????//?Now,?concatenate?them?together
            ????????????????mEarthMatrix?=?mEarthSpinRotation?*???????//?1.?Spin?the?Earth?on?its?own?axis.
            ???????????????????????????????mEarthTranslationToOrbit?*?//?2.?Then?translate?it?away?from?the?origin?(where?the?Sun's?at)
            ???????????????????????????????mEarthOrbitRotation;???????//?3.?and?rotate?it?again?to?make?it?orbit?the?origin?(or?the?Sun).

            ????????????????d3dDevice.Transform.World?=?mEarthMatrix;
            ????????????????earthMesh.DrawSubset(0);

            ????????????????//
            ????????????????//?The?Moon?is?the?hardest?to?understand?since?it?needs?to?not?only?spin?on
            ????????????????//?its?own?axis?and?orbit?the?Earth,?but?needs?to?follow?the?Earth,?
            ????????????????//?which?is?orbiting?the?Sun.
            ????????????????//
            ????????????????//?This?can?be?done?by?combining?five?transformations?together?with?the?last
            ????????????????//?two?being?borrowed?from?the?Earth's?transformation.
            ????????????????//

            ????????????????Matrix?mMoonTranslationToOrbit?=?Matrix.Identity;
            ????????????????Matrix?mMoonSpinRotation?=?Matrix.Identity;
            ????????????????Matrix?mMoonOrbitRotation?=?Matrix.Identity;
            ????????????????Matrix?mMoonMatrix?=?Matrix.Identity;

            ????????????????mMoonSpinRotation.RotateY(?Geometry.DegreeToRadian(?fMoonSpin?)?);
            ????????????????mMoonOrbitRotation.RotateY(?Geometry.DegreeToRadian(?fMoonOrbit?)?);
            ????????????????mMoonTranslationToOrbit.Translate(?0.0f,?0.0f,?2.0f?);

            ????????????????//
            ????????????????//?The?key?to?understanding?the?first?three?transforms?is?to?pretend?that?
            ????????????????//?the?Earth?is?located?at?the?origin.?We?know?it's?not,?but?if?we?pretend?
            ????????????????//?that?it?is,?we?can?set?up?the?Moon?just?like?the?we?did?the?Earth?since?
            ????????????????//?the?Moon?orbits?the?Earth?just?like?the?Earth?orbits?the?Sun.
            ????????????????//
            ????????????????//?Once?the?Moon's?transforms?are?set?up?we?simply?reuse?the?Earth's?
            ????????????????//?translation?and?rotation?matrix,?which?placed?it?in?orbit,?to?offset
            ????????????????//?the?Moon?out?to?where?it?should?be?following?the?Earth.
            ????????????????//?

            ????????????????//?Now,?concatenate?them?together
            ????????????
            ????????????????mMoonMatrix?=?mMoonSpinRotation?*????????//?1.?Spin?the?Moon?on?its?own?axis.
            ??????????????????????????????mMoonTranslationToOrbit?*??//?2.?Then?translate?it?away?from?the?origin?(pretending?that?the?Earth?is?there)
            ??????????????????????????????mMoonOrbitRotation?*???????//?3.?and?rotate?it?again?to?make?it?orbit?the?origin?(or?the?pretend?Earth).
            ??????????????????????????
            ??????????????????????????????mEarthTranslationToOrbit?*?//?4.?Now,?translate?out?to?where?the?Earth?is?really?at
            ??????????????????????????????mEarthOrbitRotation;???????//?5.?and?move?with?it?by?matching?its?orbit?of?the?Earth.

            ????????????????d3dDevice.Transform.World?=?mMoonMatrix;
            ????????????????moonMesh.DrawSubset(0);

            ????????????????d3dDevice.EndScene();

            ????????????????d3dDevice.Present();
            ????????????}
            */

            ????????
            //******************************************************************************//


            ????????
            //<summary>
            ????????
            //This?method?is?dedicated?completely?to?rendering?our?3D?scene?and
            ????????
            //is?called?by?the?OnPaint()?event-handler.

            ????????
            //Render?a?solar?system?using?the?D3DXMATRIX?utility?class?and?a??
            ????????
            //matrix?stack?similar?to?OpenGL's.?See?the?note?below?for?details.

            ????????
            //Note:

            ????????
            //Direct3D?uses?the?world?and?view?matrices?that?we?set?to?configure?
            ????????
            //several?internal?data?structures.?Each?time?we?set?a?new?world?or?
            ????????
            //view?matrix,?the?system?is?forced?to?recalculate?these?internal?
            ????????
            //structures.?Therefore,?setting?these?matrices?frequently,?which?is?
            ????????
            //the?case?for?applications?that?require?a?high?frame-rate,?is?
            ????????
            //computationally?expensive.?We?can?minimize?the?number?of?required?
            ????????
            //calculations?by?concatenating?our?world?and?view?matrices?into?a?
            ????????
            //combined?world-view?matrix?that?we?set?as?the?world?matrix.?

            ????????
            //With?the?view?matrix?combined?in?with?each?world?matrix?that?we?set,?
            ????????
            //we?no?longer?have?to?set?the?view?matrix?separately?and?incur?its?
            ????????
            //overhead.?Instead,?we?simply?set?the?view?matrix?to?the?identity?
            ????????
            //once?and?leave?it?untouched?during?all?calculations.

            ????????
            //For?clarity,?Direct3D?samples?rarely?employ?this?optimization?since?
            ????????
            //it?confuses?beginners.
            ????????
            //</summary>
            ????????private?void?Render()
            ????????
            {
            ????????????
            //Now?we?can?clear?just?view-port's?portion?of?the?buffer?to?red
            ????????????d3dDevice.Clear(ClearFlags.Target?|?ClearFlags.ZBuffer,
            ?????????????????????????????Color.FromArgb(
            255,?0,?0,?0),?1.0f,?0);

            ????????????d3dDevice.BeginScene();


            ????????????
            //Have?the?view?matrix?move?the?view?move?us?to?a?good?vantage?
            ????????????
            //point?so?we?can?see?the?Sun?sitting?at?the?origin?while?the?
            ????????????
            //Earth?orbits?it.


            ????????????d3dDevice.Transform.View?
            =?Matrix.LookAtLH(new?Vector3(0.0f,?2.0f,?-25.0f),?//?Camera?position
            ????????????????????????????????????????????????????????new?Vector3(0.0f,?0.0f,?0.0f),???//?Look-at?point
            ????????????????????????????????????????????????????????new?Vector3(0.0f,?1.0f,?0.0f));??//?Up?vector

            ????????????matrixStack.LoadMatrix(d3dDevice.Transform.View);

            ????????????
            if?(orbitOn?==?true)
            ????????????
            {
            ????????????????fSunSpin?
            +=?speedmodifier?*?(elapsedTime?*?10.0f);

            ????????????????fEarthSpin?
            +=?speedmodifier?*?(elapsedTime?*?100.0f);
            ????????????????fEarthOrbit?
            +=?speedmodifier?*?(elapsedTime?*?20.0f);

            ????????????????fMoonSpin?
            +=?speedmodifier?*?(elapsedTime?*?50.0f);
            ????????????????fMoonOrbit?
            +=?speedmodifier?*?(elapsedTime?*?200.0f);
            ????????????}



            ????????????
            //The?Sun?is?easy?because?the?mesh?for?it?is?initially?created?
            ????????????
            //centered??at?origin.?All?we?have?to?do?is?spin?it?by?rotating?it?
            ????????????
            //about?the?Y?axis?and?scale?it?by?5.0f.


            ????????????Matrix?mSunScale?
            =?Matrix.Identity;
            ????????????Matrix?mSunSpinRotation?
            =?Matrix.Identity;
            ????????????Matrix?mSunMatrix?
            =?Matrix.Identity;

            ????????????mSunSpinRotation.RotateY(Geometry.DegreeToRadian(fSunSpin));
            ????????????mSunScale.Scale(
            5.0f,?5.0f,?5.0f);

            ????????????
            //Now,?concatenate?them?together
            ????????????mSunMatrix?=?mSunScale?*???????//?1.?Uniformly?scale?the?Sun?up?in?size
            ?????????????????????????mSunSpinRotation;?//?2.?and?then?spin?it?on?its?axis.

            ????????????matrixStack.Push();
            ????????????
            {
            ????????????????matrixStack.MultiplyMatrixLocal(mSunMatrix);

            ????????????????d3dDevice.Transform.World?
            =?matrixStack.Top;
            ????????????????sunMesh.DrawSubset(
            0);
            ????????????}

            ????????????matrixStack.Pop();


            ????????????
            //The?Earth?is?a?little?more?complicated?since?it?needs?to?spin?as?
            ????????????
            //well?as?orbit?the?Sun.?This?can?be?done?by?combining?three?
            ????????????
            //transformations?together.


            ????????????Matrix?mEarthTranslationToOrbit?
            =?Matrix.Identity;
            ????????????Matrix?mEarthSpinRotation?
            =?Matrix.Identity;
            ????????????Matrix?mEarthOrbitRotation?
            =?Matrix.Identity;
            ????????????Matrix?mEarthMatrix?
            =?Matrix.Identity;

            ????????????mEarthSpinRotation.RotateY(Geometry.DegreeToRadian(fEarthSpin));
            ????????????mEarthTranslationToOrbit.Translate(
            0.0f,?0.0f,?12.0f);
            ????????????mEarthOrbitRotation.RotateY(Geometry.DegreeToRadian(fEarthOrbit));

            ????????????
            //Now,?concatenate?them?together
            ????????????mEarthMatrix?=?mEarthSpinRotation?*???????//?1.?Spin?the?Earth?on?its?own?axis.
            ???????????????????????????mEarthTranslationToOrbit?*?//?2.?Then?translate?it?away?from?the?origin?(where?the?Sun's?at)
            ???????????????????????????mEarthOrbitRotation;???????//?3.?and?rotate?it?again?to?make?it?orbit?the?origin?(or?the?Sun).

            ????????????matrixStack.Push();
            ????????????
            {
            ????????????????matrixStack.MultiplyMatrixLocal(mEarthMatrix);

            ????????????????d3dDevice.Transform.World?
            =?matrixStack.Top;
            ????????????????earthMesh.DrawSubset(
            0);
            ????????????}

            ????????????matrixStack.Pop();


            ????????????
            //The?Moon?is?the?hardest?to?understand?since?it?needs?to?not?only?
            ????????????
            //spin?on?its?own?axis?and?orbit?the?Earth,?but?needs?to?follow?
            ????????????
            //the?Earth,?which?is?orbiting?the?Sun.

            ????????????
            //This?can?be?done?by?combining?five?transformations?together?
            ????????????
            //with?the?last?two?being?borrowed?from?the?Earth's?transformation.


            ????????????Matrix?mMoonTranslationToOrbit?
            =?Matrix.Identity;
            ????????????Matrix?mMoonSpinRotation?
            =?Matrix.Identity;
            ????????????Matrix?mMoonOrbitRotation?
            =?Matrix.Identity;
            ????????????Matrix?mMoonMatrix?
            =?Matrix.Identity;

            ????????????mMoonSpinRotation.RotateY(Geometry.DegreeToRadian(fMoonSpin));
            ????????????mMoonOrbitRotation.RotateY(Geometry.DegreeToRadian(fMoonOrbit));
            ????????????mMoonTranslationToOrbit.Translate(
            0.0f,?0.0f,?2.0f);


            ????????????
            //The?key?to?understanding?the?first?three?transforms?is?to?
            ????????????
            //pretend?that?the?Earth?is?located?at?the?origin.?We?know?it's?
            ????????????
            //not,?but?if?we?pretend?that?it?is,?we?can?set?up?the?Moon?just?
            ????????????
            //like?the?we?did?the?Earth?since?the?Moon?orbits?the?Earth?just?
            ????????????
            //like?the?Earth?orbits?the?Sun.

            ????????????
            //Once?the?Moon's?transforms?are?set?up?we?simply?reuse?the?Earth's?
            ????????????
            //translation?and?rotation?matrix,?which?placed?it?in?orbit,?to?
            ????????????
            //offset?the?Moon?out?to?where?it?should?be?following?the?Earth.


            ????????????
            //Now,?concatenate?them?together

            ????????????mMoonMatrix?
            =?mMoonSpinRotation?*????????//?1.?Spin?the?Moon?on?its?own?axis.
            ??????????????????????????mMoonTranslationToOrbit?*??//?2.?Then?translate?it?away?from?the?origin?(pretending?that?the?Earth?is?there)
            ??????????????????????????mMoonOrbitRotation?*???????//?3.?and?rotate?it?again?to?make?it?orbit?the?origin?(or?the?pretend?Earth).

            ??????????????????????????mEarthTranslationToOrbit?
            *?//?4.?Now,?translate?out?to?where?the?Earth?is?really?at
            ??????????????????????????mEarthOrbitRotation;???????//?5.?and?move?with?it?by?matching?its?orbit?of?the?Earth.

            ????????????matrixStack.Push();
            ????????????
            {
            ????????????????matrixStack.MultiplyMatrixLocal(mMoonMatrix);

            ????????????????d3dDevice.Transform.World?
            =?matrixStack.Top;
            ????????????????moonMesh.DrawSubset(
            0);
            ????????????}

            ????????????matrixStack.Pop();

            ????????????d3dDevice.EndScene();

            ????????????d3dDevice.Present();
            ????????}



            ????}

            }

            注意:
            兩個render()函數(shù)同樣的效果,但是2個中用了MatrixStack.
            最后的效果:
            o_simulated solar system.jpg

            by:mzty
            at:2006年6月22日

            posted on 2006-06-22 15:39 夢在天涯 閱讀(1938) 評論(2)  編輯 收藏 引用 所屬分類: DirectX

            評論

            # re: managed directx 實現(xiàn)太陽系的模擬 2008-01-09 16:11 lsh2011

            好。正 在 學(xué)這個。

            不過,要是能把文件打包 放上去供人 測試就更好。

            謝謝  回復(fù)  更多評論   

            # re: managed directx 實現(xiàn)太陽系的模擬 2008-12-12 17:05 饅頭

            這個能打包發(fā)給我嗎?  回復(fù)  更多評論   

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