青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品

牽著老婆滿街逛

嚴以律己,寬以待人. 三思而后行.
GMail/GTalk: yanglinbo#google.com;
MSN/Email: tx7do#yahoo.com.cn;
QQ: 3 0 3 3 9 6 9 2 0 .

常用數學矩陣

來源:http://www.vbgamedev.com/Direct%20graphics/Matrix%20Maths.htm

常用數學矩陣
Author: Jack Hoxley


Contents of this lesson
1. Introduction
2. 2D Transformations
3. 3D Transformations


1. Introduction 介紹

   矩陣轉換通常就是三種東西-旋轉,縮放,平移。在3d graphics中幫你完成 99%的工作,我未見到比他更快的方法。矩陣使程序加速,也許每秒多渲染500個對象。

Transformation consists of 3 things - rotating (spinning things around), scaling (making things bigger/smaller) and translation (moving things around). With 3D graphics Direct3D will do 99% of the work for you, however, along my travels I've found a way of going faster - if you do the matrix maths calculations yourself you can go just that little bit faster (2.5x faster), we're talking the difference between 0.0001ms and 0.00005ms here, but if you're rendering 500+ objects a frame (several 1000 a second), it could be worth the extra effort. It also looks much cleverer! (if you open-source your code).

Onwards and upwards...


2. 2D Transformations 兩維轉換

 

  它在2D3D游戲中都很有用,數學方法這里不多解釋。This is the most useful part, using either DirectDraw (fully 2D) or Direct3D (quasi 2D) no transformations are done for you - you want to rotate, translate or scale something you're gonna have to do it yourself. The actual mathematical proof behind all of this is a little complicated, and to be honest - it really makes much difference why it works, all we want to know is how to make it work for us. Much of the pure maths is glossed over here, if you're interested in proofs or further explanations dig out your old maths books or go searching the web - much of the pure maths is too lengthy to explain here.

我們不用知道它是任何推導的,僅使用它。We're going to be using a mathematical technique known as matrix maths - the ideas behind matrices (plural of matrix) isn't too important, heck! I dont even know exactly how to use them - I just learnt what I need to know about them. Matrix maths allows us to do the transformations relatively quickly, and relatively simply as well - just what I like.

基本的結構向這樣[X,Y] --> [M] --> [X',Y']一個x,y坐標進去經過變化出來一個新坐標,可能是縮放、旋轉也可能是平移。The basic structure is like this [X,Y] ---} [M] ---} [X',Y'] (one set of coordinates goes in, something happens, and a new set of coordinates come out). [M] is the transformation matrix, it may scale the coordinates, rotate them, translate them or some combination of the 3. The best part is that you can combine all 3 transformations into one matrix (more on that later).

Translation 平移

2D平移需要3x3的矩陣。This is probably the easiest of the 3, and thus we'll start here. A 2D translation matrix for what we want is a 3x3 grid of numbers (known as a 3x3 matrix). for a translation it looks like this:

  平移一個點要將這個點與上面矩陣相乘,下圖為計算過程和結果。a bit weird really, isn't it. in order to translate a point by this matrix we must multiply the point by the matrix. Now this isn't as simple as it sounds, it's not quite like normal multiplication, and it's an awful lot more complicated. if we refer to all of the elements in row-column notation (ie, yx) and the rows are i and columns j, to get the FINAL value for element <i,j> we multiply each element in the row i (of the source matrix) with each element in the column j (of the destination matrix), we then add all of these values together and that is our final value. scared? look at this following example and see if you can understand what happened:

it aint too scary really, is it? the final results aren't particularly amazing - I'm pretty sure that without all this extra work you could of told me how to translate the original coordinates (the x' = x + dx part)... It'll come into it's own a little later on when we're combining rotation, scaling and translation into one big equation.

Rotation 旋轉
旋轉在游戲中使用非常頻繁下圖是旋轉使用的矩陣,X代表角度。Rotation is the big one - this is what everyone likes emailing me about. Rotating your sprite around is a very useful trick in games - and is often quite heavily used; therefore it obviously helps being able to do it! The following diagram shows you what the 2D rotation matrix should look like:

我們已經推導了平移矩陣,借鑒推導出旋轉矩陣,下面是將點(x,y)旋轉置(x',y')A little more scary this time - trig functions. The presence of these trig functions will bring the processing time for a rotation transformation up considerably - trig functions are slow. If you can optimise away any of the trig functions then do so - the only realistic optimisation to be done here is to pre-process CosX and SinX, as that will 1/2 the number of calls to Cos( ) or Sin( ). More on this later (when we do a bit of code).

Again, not too simple if you can see your way through the matrix multiplication algorithm. Be careful to differentiate between the X and the x, the X is the angle (usually denoted as theta, q), and x is the coordinate.

Scaling 縮放
This isn't used as often, but it's pretty simple - so I may as well explain it, and we can incorporate it into the big matrix later on. You may have noticed that all of the matrices so far have had the r=c values equal to 1 (unless replaced by another value), this is because the r=c values are the scaling values - in previous matrices they are set to 1 so that they dont intefere with the resultant values. a matrix where all the values are 0 except the r=c values which are 1 is called the "identity matrix", which is a useful type of matrix, but not really relevant here.

Not at all complicated, and neither is the resulting equations - you can probably guess them now!

Tell me you could see that coming? it's pretty obvious...

Combining Transformations
Up till this point, the use of matrices has been a little pointless - the derived equations are enough to rotate, translate and scale. you could quite easily apply each transformation individually like this:

x' = x + dx
y' = y + dy

x'' = x'Cosq - y'Sinq
y'' = x'Sinq + y'Cosq

x''' = x'' * sx
y''' = y'' * sy

the above code would translate the point, rotate it around the origin and then scale it by a given factor - not necessarily what you want (rotation before translation is more common), but you can juggle the lines around. BUT, using matrices we can combine all 3 transformations together, then split them out into two lines - generating x',y' from x,y instead of going all the way to x''',y''' - is that not better?

我們現在要制造一個平移-旋轉-縮放一起的復合矩陣。注意先旋轉再平移與先平移再旋轉是不同的。她能更適合你的程序。The way we do this is by creating a master matrix - we multiply (using matrix multiplication) the translation, rotation and scaling matrices together into one matrix, then multiply the point x,y by this master matrix. A prior note on multiplication order - as with the 6 equations just listed it matter what order they go in, rotation-translation is very different from translation-rotation (one will create an orbiting body, the other will create a spinning object). Normally you would scale the points, rotate them and then translate them - but you'll need to decide which is best for your application. here is the complete proof for the "master matrix":

[M] is the Master Matrix  '三種復合的矩陣
[S] is the scaling Matrix  '縮放矩陣
[R] is the rotation Matrix '旋轉矩陣
[T] is the translation Matrix  '平移矩陣

[M] = [S][R][T]
= ( [S]*[R] ) * [T]

[M] = [SR][T]

there we have the final "Master Matrix". How amazing, if we now multiply a point [x,y,1] by this matrix we should be left with an equation to transform x and an equation to transform y - which will result in a rotation, translation and scaling. Arguably, through substitution, you could of combined the original 3 equations, but this way is open to much more powerful calculations - there are quite a few other types of transformation that can be done using matrices, and a few shortcuts can be found along the way as well. The following illustration indicates how the final all-in-one formula works:

方程最后轉換了一個點——旋轉q角度—— 縮放(sx,sy)—— 平移(dx,dy)。驗證方程的正確性如下。So the final equation to transform the point (x,y) - rotating through q radians, scaling by (sx,sy) and translating by (dx,dy) units - is shown above. we can prove that this combined equation is actually correct by substituting in the previous set of equations - shown below.

Scale:
x' = x * sx
y' = y * sy

Rotate:
x'' = x'Cosq - y'Sinq
y'' = x'Sinq + y'Cosq

Translate:
x''' = x'' + dx
y''' = y'' + dy

Combined:
x' = ((x * sx)Cosq - (y * sy)Sinq) + dx
y' = ((x * sx)Sinq + (y * sy)Cosq) + dy

Simplified:
x' = xSxCosq - ySySinq + dx
y' = xSxSinq + ySyCosq + dy

通過這種方法直接得到了答案,我寫了一個與方程等價的簡單程序。and there, as if by magic - we've gotten the same formula back. The method you choose - by straight algebra or by matrix algebra - is your choice entirely; I personally prefer the matrix method as it allows for many 1000's of combinations; for example - scale, rotate, translate, rotate - will (given a flying saucer object) spin it around it's center and then spin it around the origin (like orbiting a planet) - you try doing that with those plain equations, it's still possible - but a little more complicated methinks. To finish things off, I've written a simple transformation function incorporating the overall equation.

Private Function Transform2DPoint(tX As Single, tY As Single, sX As Single, sY As Single, Theta As Single, SrcPt As Pt) As Pt
                                                '(tX,tY) describes the translation
                                                '(sX,sY) describes the scale
                                                'Theta describes the rotation
                                                'SrcPt is the point to be transformed
                                                '[RETURN] is the transformed point
                                                '   The general formulas:
                                                '   X' = xSxCosq - ySySinq + dx
                                                '   Y' = xSxSinq + ySyCosq + dy
                                                Dim Cosq As Single
                                                Dim Sinq As Single
                                                Cosq = Cos(Theta)
                                                Sinq = Sin(Theta)
                                                Transform2DPoint.X = (SrcPt.X * sX * Cosq) - (SrcPt.Y * sY * Sinq) + tX
                                                Transform2DPoint.Y = (SrcPt.X * sX * Sinq) + (SrcPt.Y * sY * Cosq) + tY
                                                End Function

 


3. 3D Transformations 三維轉換

我已經說了本章90%的內容了。I'm not going to say much on this topic - 90% of what was in the previous section is still relevant in this section. More importantly, however, is that Direct3D (or any other 3D API) will do matrix transformations for you - only the specialist/elite will need to play around with the transformation matrices manually.

根據你變換的需要推導出3D矩陣是非常重要的。硬件對矩陣會加速運算(1000倍于一些軟件運算)。The advantage of having D3D do the actual transformation is that all you need to do is present the overall matrix and it'll work out what needs to happen - and in some cases the hardware will actually do the mathematics on the geometry (which is going to be 10000x faster than any software implementation). As visitors to the VoodooVB message board will be aware, I actually worked this out a while back and posted a generalised matrix formula for a 3D transformation. During my tests on this it gave exactly the same results as using the built in D3DX functions, yet was 1.6-2.6x faster than them. The only trade off is actually working out the generalised matrix in the first place - this usually only ever has to be done once.

2D矩陣3D矩陣不同僅在于大小(4X4取代3X3)及2D一個旋轉軸,3D三個旋轉軸。The only two differences between the 2D matrices and the 3D matrices is their size (now 4x4 instead of 3x3) and there are 3 rotation matrices (x,y,z) - 2D rotation (on a plane) only requires you to have 1 rotation axis, 3D has 3 main rotation axis's...

5個組合矩陣如下The 5 matrices are shown below - this is for reference, given the information about 2D transformations you should quite easily be able to do some clever things with them...

- -

-

這是通用的變換矩陣Finally, As I already mentioned, I calculated the generalised matrix for this a while back - and it's shown below.

這是與變換矩陣相同的代碼Pretty isn't it! Here's the same transformation matrix but in code:

Private Function CreateMatrix(Rx As Single, Ry As Single, Rz As Single, Sx As Single, _
Sy As Single, Sz As Single, Tx As Single, Ty As Single, Tz As Single) As D3DMATRIX

Dim CosRx As Single, CosRy As Single, CosRz As Single
Dim SinRx As Single, SinRy As Single, SinRz As Single

CosRx = Cos(Rx) 'Used 6x
CosRy = Cos(Ry) 'Used 4x
CosRz = Cos(Rz) 'Used 4x
SinRx = Sin(Rx) 'Used 5x
SinRy = Sin(Ry) 'Used 5x
SinRz = Sin(Rz) 'Used 5x
'total of 29 trig functions
'23 trig functions cancelled out by
'this optimisation; hence the 2.6x speed increase.

With CreateMatrix
.m11 = (Sx * CosRy * CosRz)
.m12 = (Sx * CosRy * SinRz)
.m13 = -(Sx * SinRy)

.m21 = -(Sy * CosRx * SinRz) + (Sy * SinRx * SinRy * CosRz)
.m22 = (Sy * CosRx * CosRz) + (Sy * SinRx * SinRy * SinRz)
.m23 = (Sy * SinRx * CosRy)

.m31 = (Sz * SinRx * SinRz) + (Sz * CosRx * SinRy * CosRz)
.m32 = -(Sz * SinRx * CosRx) + (Sz * CosRx * SinRy * SinRz)
.m33 = (Sz * CosRx * CosRy)

.m41 = Tx
.m42 = Ty
.m43 = Tz
.m44 = 1#
End With
End Function

 

關于逆矩陣的定義:

V*M=V'

V=V'*M’

如果滿足上面兩個方程那么M'就是M的逆矩陣,從它的定義可看到逆矩陣可以使坐標向相反的方向變換,比如頂點由一矩陣旋轉,再經其逆矩陣就合產生反轉,函數原型:

Function D3DXMatrixInverse(MOut As D3DMATRIX, Determinant As Single, M As D3DMATRIX) As Long

 

'如何求一個矩陣(3*3)的逆陣  --作者kaiaili
'這是一個求矩陣的逆陣的簡例
'  但由于吾業不精,不知道如何利用二維數組(矩陣)作為函數的參數,并利用函數返回一個二維數組(逆陣)
'無法將它寫成函數,只好寫成一個過程來完成.
'  同時吾對遞歸也無研究,無法使它支持矩陣4*4,5*5...的逆陣轉換.
Sub main()
    Dim ci As Byte, cj As Byte, i As Byte, j As Byte, n As Byte  '循環,統計變量
    Dim a(2, 2) As Single  '矩陣數組
    Dim b(2, 2) As Single  '逆陣數組
    Dim t(3) As Single       '余子式數組
    Dim rValue As Single   '矩陣值變量
    '初始矩陣
    a(0, 0) = 1: a(0, 1) = -1: a(0, 2) = 3
    a(1, 0) = 2: a(1, 1) = -1: a(1, 2) = 4
    a(2, 0) = -1: a(2, 1) = 2: a(2, 2) = -4
    Debug.Print "原始矩陣為:  "
    For i = 0 To 2
        For j = 0 To 2
            Debug.Print a(i, j),
        Next j
        Debug.Print
    Next i
    '求伴隨陣
    For ci = 0 To 2
        For cj = 0 To 2
            '求余子式
            n = 0
            For i = 0 To 2
                For j = 0 To 2
                       If i <> ci And j <> cj Then t(n) = a(i, j): n = n + 1
                Next j
            Next i
            b(cj, ci) = ((-1) ^ (ci + cj)) * (t(0) * t(3) - t(1) * t(2))
        Next cj
    Next ci
    '求矩陣的值
    rValue = 0
    For i = 0 To 2
            rValue = rValue + a(i, 0) * b(0, i)
    Next i
    If rValue Then   '逆陣存在
     '求矩陣的逆陣
     Debug.Print "逆陣為:  "
     rValue = 1 / rValue
        For i = 0 To 2
            For j = 0 To 2
             b(i, j) = b(i, j) * rValue
                Debug.Print b(i, j),
            Next j
            Debug.Print
        Next i
    Else     '逆陣不?

posted on 2008-01-15 16:58 楊粼波 閱讀(213) 評論(0)  編輯 收藏 引用

青青草原综合久久大伊人导航_色综合久久天天综合_日日噜噜夜夜狠狠久久丁香五月_热久久这里只有精品
  • <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>
            久久亚洲一区| 欧美在线免费视屏| 国产精品久久二区| 欧美午夜寂寞影院| 欧美激情第五页| 欧美激情亚洲国产| 日韩午夜高潮| 先锋亚洲精品| 久久亚洲色图| 欧美另类专区| 国产精品午夜在线观看| 国产日韩欧美在线| 亚洲国产精品一区二区尤物区| 亚洲欧洲中文日韩久久av乱码| 亚洲麻豆一区| 欧美亚洲午夜视频在线观看| 久久免费视频一区| 亚洲看片免费| 欧美一级日韩一级| 欧美国产精品v| 国产精品实拍| 亚洲人成人99网站| 欧美一区二区三区四区在线观看地址 | 亚洲——在线| 久久九九国产| 亚洲三级视频| 亚洲婷婷综合色高清在线| 性做久久久久久| 欧美黄色小视频| 国产尤物精品| 亚洲女同性videos| 亚洲国产欧美一区二区三区同亚洲| 亚洲香蕉在线观看| 欧美福利视频在线| 精品成人乱色一区二区| 亚洲一区免费看| 亚洲国产91精品在线观看| 午夜精品理论片| 欧美日本亚洲韩国国产| 亚洲第一页中文字幕| 久久激情视频| 亚洲天堂激情| 欧美日韩在线大尺度| 最新高清无码专区| 久久一日本道色综合久久| 亚洲午夜性刺激影院| 欧美日韩激情小视频| 亚洲日本在线观看| 欧美国产日产韩国视频| 久久精品亚洲乱码伦伦中文| 国产欧美精品一区| 亚洲欧美激情视频| 一区二区动漫| 国产精品成人一区二区三区吃奶| 日韩天天综合| 亚洲第一色中文字幕| 欧美一区二区三区婷婷月色 | 欧美在线视频网站| 亚洲精品国产精品国自产观看浪潮| 欧美一区二区三区男人的天堂| 欧美四级电影网站| 亚洲综合国产精品| 亚洲欧美bt| 国产日韩一区二区| 久久一区二区三区av| 老色批av在线精品| 亚洲精品一区在线观看香蕉| 亚洲国产cao| 欧美久久一区| 亚洲免费在线电影| 午夜精品一区二区三区四区| 国产美女诱惑一区二区| 欧美专区中文字幕| 欧美一区二区三区在线看| 国产欧美婷婷中文| 久热精品视频在线观看一区| 欧美在线影院| 亚洲人永久免费| 亚洲黄色成人久久久| 欧美日韩成人在线观看| 亚洲欧美视频在线观看视频| 亚洲在线观看视频网站| 国产伦精品一区二区三区高清版 | 日韩午夜高潮| 国产欧美日韩综合一区在线播放 | 欧美激情精品久久久六区热门 | 亚洲福利久久| 亚洲黄色在线视频| 欧美日韩午夜剧场| 性18欧美另类| 久久一区激情| 亚洲永久免费观看| 裸体一区二区| 亚洲天堂偷拍| 久久久av水蜜桃| 亚洲一区二区三区精品在线观看| 亚洲综合视频在线| 亚洲欧洲一区二区三区在线观看| 中文高清一区| 亚洲精品国产拍免费91在线| 亚洲淫性视频| 亚洲精品免费网站| 久久本道综合色狠狠五月| av成人免费| 久久亚洲精选| 久久精品视频亚洲| 欧美日韩一区二区在线观看视频 | 亚洲福利av| 欧美精品18+| 久久精品三级| 欧美日韩中文精品| 欧美.www| 国产伦精品一区| 亚洲精品色图| 亚洲国产导航| 欧美一区亚洲一区| 亚洲午夜高清视频| 欧美.日韩.国产.一区.二区| 欧美在线影院| 国产精品国产三级国产aⅴ入口 | 亚洲电影视频在线| 国产一区二区福利| 国产精品99久久久久久www| 亚洲国产成人午夜在线一区| 午夜精品视频在线观看一区二区| 中日韩美女免费视频网址在线观看| 久久久成人网| 久久精彩免费视频| 国产精品午夜久久| 亚洲欧美日本国产有色| 亚洲欧美日韩精品一区二区| 欧美激情亚洲精品| 欧美高清不卡| 亚洲国产精品专区久久| 久久久精品午夜少妇| 美女视频一区免费观看| 国产亚洲精品久久飘花| 亚洲欧美日韩电影| 久久免费黄色| 在线成人免费观看| 玖玖视频精品| 亚洲人成在线观看一区二区| 亚洲九九九在线观看| 欧美精品手机在线| 99精品视频免费观看视频| 亚洲小视频在线观看| 国产精品入口福利| 欧美在线观看视频在线| 免费不卡在线观看| 亚洲毛片视频| 欧美性猛交xxxx免费看久久久| 亚洲视频专区在线| 久久蜜桃香蕉精品一区二区三区| 狠狠干成人综合网| 老巨人导航500精品| 亚洲精品一区二区三区四区高清| 亚洲一区二区视频| 国产一区二区久久久| 狼狼综合久久久久综合网| 最新成人在线| 欧美一区二区三区在线观看视频 | 欧美精品亚洲一区二区在线播放| 亚洲人午夜精品| 午夜亚洲激情| 在线观看日韩av| 欧美日韩在线播放三区四区| 篠田优中文在线播放第一区| 猫咪成人在线观看| 中文亚洲字幕| 韩国成人福利片在线播放| 欧美国产精品久久| 亚洲欧美www| av不卡在线观看| 国产欧美日韩精品专区| 久久久国产成人精品| 亚洲欧洲一区| 久久精品成人一区二区三区蜜臀| 影音先锋日韩资源| 欧美日韩精品一本二本三本| 香蕉久久精品日日躁夜夜躁| 欧美黄色aaaa| 欧美中文日韩| 一区二区三区国产盗摄| 国内在线观看一区二区三区| 欧美日韩日日夜夜| 久久亚洲视频| 久久国产精品亚洲va麻豆| 日韩亚洲成人av在线| 美日韩在线观看| 欧美亚洲三区| 亚洲性线免费观看视频成熟| 亚洲国产精品精华液2区45| 国产精品久久久久av免费| 欧美黄色一级视频| 久久久久久久综合| 校园春色国产精品| 亚洲性图久久| 一本大道久久a久久综合婷婷| 欧美国产日韩精品| 另类春色校园亚洲|