1. 程式人生 > >尤拉角 EulerAngles 中的旋轉 Directx D3DXMatrixRotationYawPitchRoll

尤拉角 EulerAngles 中的旋轉 Directx D3DXMatrixRotationYawPitchRoll

寫在前面:正當很高興地完成了矩陣相關的旋轉後,發現如果涉及到旋轉;矩陣,尤拉角(EulerAngles) ,四元數(Quaternions)這三個概念哪本書上都會提。這次先講下尤拉角。

1.什麼是尤拉角

尤拉角是由三個角組成,這三個角分別是Yaw,Pitch,Roll。很難翻譯這三個單詞,Yaw 表示繞y軸旋轉的角度,Pitch表示繞x軸旋轉的角度,Roll表示繞z軸旋轉的角度。也就是說,任意的旋轉角度都可以通過這三次按照先後順序旋轉得到。矩陣很難讓人具體形象表示,尤拉角就容易多了。注意可能很多地方三個角的先後次序不一樣,我們這裡選擇跟DirectX 中的D3DXMatrixRotationYawPitchRoll函式保持一致,先繞y軸旋轉,在繞x軸旋轉,最後繞z軸旋轉。


感覺Yaw(偏航),Pitch(投擲;傾斜;墜落),Roll(轉動) 介紹飛機旋轉的比較多,竊了三張圖來更象形地表示下:

2.尤拉角中的旋轉

還記得這三個矩陣嗎?繞相關軸旋轉,乘以相關矩陣就行了,也就是說尤拉角最終還是轉換成矩陣相乘,不過是要與三個矩陣相乘

我們知道可以先把這三個矩陣相乘,這樣可以節約計算量。就是要先計算這三個矩陣相乘,注意矩陣相乘次序是不可更改的,更改了結果就不一樣了。


尤拉角的三個角,可以轉變為矩陣與矩陣的相乘。

3.開始替換D3DXMatrixRotationYawPitchRoll函式

Directx 9.0中有個函式叫D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *pOut

, FLOAT Yaw, FLOAT Pitch, FLOAT Roll)。根據上面複雜的矩陣,我們用C++替換成下面的函式。可能這個函式還有優化空間,數學太差啊。

//-----------------------------------------------------------------------------
// Name: setupRotate()
// Desc: 繞3個角度旋轉
//-----------------------------------------------------------------------------

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;
}

先看下我們使用這個函式的例子效果:跟隨滑鼠移動的水壺,而不是自己在那旋轉個不停。

除了上面的函式之外的核心程式碼(需要對Windows中的訊息處理熟悉):

float g_fSpinX = 0.0f;
float g_fSpinY = 0.0f;
//滑鼠最後位置
static POINT ptLastMousePosit;
//當前滑鼠位置
static POINT ptCurrentMousePosit;
static bool bMousing;
switch( msg )
    {
case WM_LBUTTONDOWN: // 當滑鼠左鍵按下時,記錄當前的位置(螢幕座標),並設定按下標誌
			{
				ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
				ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
				bMousing = true;
			}
			break;
		case WM_LBUTTONUP:
			{
				bMousing = false;
			}
			break;
		case WM_MOUSEMOVE: // 滑鼠移動時,儲存X/Y軸的移動距離
			{
				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;
		 }
		 //最後兩個值傳到我們寫好的函式中即可
		 setupRotate(&matWorld,D3DXToRadian(g_fSpinX),D3DXToRadian(g_fSpinY),0.0f);

完整程式碼:如果覺得看起來太累,拉到最底部,下載整個專案來看。
//-----------------------------------------------------------------------------
// 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;//茶壺


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: 繞3個角度旋轉
//-----------------------------------------------------------------------------

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()
{
    // 旋轉
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
	//根據x軸和y軸移動距離旋轉
	setupRotate(&matWorld,D3DXToRadian(g_fSpinX),D3DXToRadian(g_fSpinY),0.0f);
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // 攝像機的位置
    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 );

    // 設定視錐體大小
    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()
{
    // 初始化一個材料
	
    D3DMATERIAL9 mtrl;
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材質有漫射和環境光的設定,都為黃色
    g_pd3dDevice->SetMaterial( &mtrl );

    // 初始化一個白色的方向光
	///*
    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);//設定光源的漫射光顏色為白色
	light.Direction = D3DXVECTOR3(0.0f,0.0f,1.0f);//光的傳播方向平行z軸
    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()
{
    // 背景為藍色
    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() ) )
    {
        // 茶壺的材料顏色也定義在這個函式中
        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 );

		//建立一個茶壺
		
		//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: // 當滑鼠左鍵按下時,記錄當前的位置(螢幕座標),並設定按下標誌
			{
				ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
				ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
				bMousing = true;
			}
			break;
		case WM_LBUTTONUP:
			{
				bMousing = false;
			}
			break;
		case WM_MOUSEMOVE: // 滑鼠移動時,儲存X/Y軸的移動距離
			{
				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;
}




專案下載:

參考資源:http://hi.baidu.com/_鈊_煩_薏亂/blog/item/bac886c46164c1d438db49e7.html