本文共 1913 字,大约阅读时间需要 6 分钟。
前文;
平移变换矩阵的定义如下;
除了对角全为1,以及px、py、pz之外,都为0;px、py、pz 是三个轴的平移量;
把一个三维物体各顶点坐标乘以T(p)矩阵,该物体就会被平移px、py、pz;
先在窗体级定义一个矩阵,Microsoft.DirectX.Matrix m1; Render()函数如下;其他代码见前文的前文;
public void Render() { if (device == null) //如果device为空则不渲染 { return; } device.Clear(ClearFlags.Target, Color.DarkSlateBlue, 1.0f, 0); //清除windows界面为深蓝色 device.BeginScene(); //在此添加渲染图形代码 CustomVertex.TransformedColored[] vertices = new CustomVertex.TransformedColored[3];//定义顶点 vertices[0].Position = new Vector4(100f, 200f, 0f, 1f); vertices[0].Color = Color.Red.ToArgb(); vertices[1].Position = new Vector4(this.Width / 2, 50f, 0f, 1f); vertices[1].Color = Color.Green.ToArgb(); vertices[2].Position = new Vector4(this.Width - 150f, 100f, 0f, 1f); vertices[2].Color = Color.Yellow.ToArgb(); m1.M11 = 1; m1.M12 = 0; m1.M13 = 0; m1.M14 = 0; m1.M21 = 0; m1.M22 = 1; m1.M23 = 0; m1.M24 = 0; m1.M31 = 0; m1.M32 = 0; m1.M33 = 1; m1.M34 = 0; m1.M41 = -75.0f; m1.M42 = 5.0f; m1.M43 = 25.0f; m1.M44 = 1; Vector4 v41 = new Vector4(100f, 200f, 0f, 1f); v41.Transform(m1); vertices[0].Position = v41; Vector4 v42 = new Vector4(this.Width / 2, 50f, 0f, 1f); v42.Transform(m1); vertices[1].Position = v42; Vector4 v43 = new Vector4(this.Width - 150f, 100f, 0f, 1f); v43.Transform(m1); vertices[2].Position = v43; device.VertexFormat = CustomVertex.TransformedColored.Format; device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, vertices); device.EndScene(); device.Present(); }
定义m1之后把m1赋值为平移变换矩阵;平移量在第四行赋值;然后对三个顶点用m1作变换;
未应用m1进行变换和进行了变换的输出对比如下;
如只对 vertices[0].Position 应用m1进行变换则输出如下;
有时间再继续;
转载地址:http://wnyy.baihongyu.com/