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DirectX9 3D 快速上手 5

2024-07-21 02:25:00
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directx9 3d 快速上手  5
by sssa2000




    这一章的内容相对很简单,控制mesh的移动,旋转等等,其实这一切都是在对矩阵进行操作。在 dx中,用到的变换有3种,一种是基于word坐标系的,一种是基于view坐标系的,还有一种是基于投影的变换。而这些变换都是通过矩阵的运算来实现的,在.net的托管环境下,实现这些操作相对于非托管来说简单一写,不用对矩阵的每个值运算。

关于矩阵的运算和变换的关系,很多文章都有分析,gameres也有很多这样的好文章,例如:http://dev.gameres.com/program/visual/3d/3dgame.mht 这里就有很详细的介绍。

我们这篇文章不研究细节,因为毕竟是快速开发,我们的目标就是用键盘控制读入的mesh的运动。

其实在前面一篇文章中我们就有提到几个函数,只是没有介绍。我们来看看我们这一篇中要用到的几个简单的函数,从字面我们就可以判断出这些函数有什么用:


 


matrix.rotatex方法:public void rotatex(    float angle);

matrix. rotatey方法:public void rotatey(    float angle);

matrix.rotatex方法:public void rotatez(    float angle);

matrix.translation方法:public static matrix translation(float offsetx, float offsety, float offsetz);


 


好,我们现在重新打开上一次的读入mesh的那个工程,我们现在要加入新的部分,既然是用键盘控制那么就要首先对键盘的状态进行分析:

         string status=null;//用于保存状态



protected override void onkeydown(system.windows.forms.keyeventargs e)



         {



              // handle the escape key for quiting



              if (e.keycode == keys.escape)



              {



                   // close the form and return



                   this.close();



                   return;



              }



              // handle left and right keys



              else if ((e.keycode == keys.left) || (e.keycode == keys.numpad4))



              {



                   status="left";  //向左旋转



              }



              else if ((e.keycode == keys.right) || (e.keycode == keys.numpad6))



              {



                   status="right";//向右旋转



              }



              else if((e.keycode ==keys.up )||(e.keycode ==keys.numpad8 ))



              {



                   status="up";//向上旋转



              }



              else if((e.keycode ==keys.down  )||(e.keycode ==keys.numpad2 ))



              {



                   status="down";//向下旋转



              }



              else if(e.keycode ==keys.enter)



              {



                   status="stop";//停止旋转



              }



              else if(e.keycode ==keys.w  )



              {



                   status="goahead";//向前




 


              }



              else if(e.keycode ==keys.s )



              {



                   status="goback";//向后



              }



              else if(e.keycode ==keys.a)



              {



                   status="goleft";//向左



              }



              else if(e.keycode ==keys.d )



              {



                   status="goright";//向右



              }



             



         }

很简单,以至于没什么可说的,下面就要对mesh进行移动,由于我们观察的运动都是相对运动,所以无论你是对摄像机进行操作还是进行世界变换都是可以的,随你所好。我们对drawmesh函数进行修改,主要是对状态的判断,然后对相应的矩阵进行变换:

        private void drawmesh(string stat)



              if(stat=="left")



              {



                   angle=angle+0.1f;



                   device.transform.world = matrix.rotationy (angle);



              }



              else if(stat=="right")



              {



                   angle=angle-0.1f;



                   device.transform.world = matrix.rotationy (angle);



              }



              else if(stat=="up")



              {



                   angle=angle+0.1f;



                   device.transform.world = matrix.rotationx (angle);




 



 


              }



              else if(stat=="down")



              {



                   angle=angle-0.1f;



                   device.transform.world = matrix.rotationx (angle);




 


              }



              else if(stat=="stop")



              {



                   angle=0.0f;



                   //device.reset ()



              }



              else if(stat=="goahead")



              {



                   v=v+0.1f;



              }



              else if(stat=="goback")



              {



                   v=v-0.1f;



              }



              else if(stat=="goleft")



              {



                   offsetx=offsetx+0.01f;




 


                   device.transform.world = matrix.translation(offsetx,0,0);



              }



              else if(stat=="goright")



              {



                   offsetx=offsetx-0.01f;



                   device.transform.world = matrix.translation(offsetx,0,0);




 


              }




 


            for (int i = 0; i < meshmaterials.length; i++)



            {



                device.material = meshmaterials[i];



                device.settexture(0, meshtextures[i]);



                mesh.drawsubset(i);



            }



        }

public: void rotatex(
    float angle
);



public function rotatex(
    angle : float
);



这里我们处理小车前后移动的时候,没有直接使用世界变换,而是对摄影机进行了操作,这也很好理解,为了达到这个目的,我把setupcamera函数小小的修改了一下:



  private void setupcamera(float deep )



        {



            device.transform.projection = matrix.perspectivefovlh((float)math.pi / 4, this.width / this.height, 1.0f, 10000.0f);



            device.transform.view = matrix.lookatlh(new vector3(0,0, 10.0f+deep), new vector3(), new vector3(0,1,0));



            device.lights[0].type = lighttype.directional;



            device.lights[0].diffuse = color.white;



            device.lights[0].direction = new vector3(0, -1, -1);



            device.lights[0].update();



            device.lights[0].enabled = true;



        }

我给它加了一个参数,这个参数就是摄像机在z轴的位置,我们只需要修改摄像机在z轴的位置就可以实现透视效果,用这个方法实现我们这个简单的需求是很恰当的

这里再来对这里面的2个函数分析一下:

device.transform.projection用来获取或者设置投影变换矩阵,它本身也是一个matrix型的变量。matrix.perspectivefovlh方法:



public static matrix perspectivefovlh(
    float fieldofviewy, //y方向的视觉范围,弧度表示,即y方向的视域角
    float aspectratio, //视觉范围的长宽比
    float znearplane, //近裁减平面      
    float zfarplane//远裁减平面
);



和非托管的相比,仅仅少了一个参数。定义宽高比的作用是,如果用户改变了窗口的大小,那么仍然就可以正确的显示物体的大小。最后两个参数是 近远裁减平面,必须为这两个平面指定2个z值,一般来说,假设物体将在z轴的1.0f和1000f之间运动时,就分别把这两个参数设为1.0f,1000.0f。

再来看看另外方法:matrix.lookatlh方法。 在使用观察矩阵来建立一个立体的照相机模型后,允许玩家通过一系列不同的观察点来看世界,使用matrix.lookatlh方法建立的照相机模型,是一种十分高效的照相机模型,但是注意,这一种模型不能绕所有的轴做三维转动。



public static matrix lookatlh(
    vector3 cameraposition,//相机位置
    vector3 cameratarget,   //相机的方向
    vector3 cameraupvector  //相机的up向量
);



其中第二个参数为相机的面对方向,假设相机面对的是z轴的方向,那么就设置为(0,0,1)。好,现在也许有人要问,那如果面对的是z轴的负方向呢?这也就是第3个参数的目的,第三个参数定一个up向量,所以如果相机是正着放的,那么第3个参数就应该是(0,1,0),如果是倒着放的就是(0,-1,0)。所以如果面对的是z的负方向,第三个参数就是(0,-1,0)。



利用这个方法我们可以轻易的建立一个跟随式的相机(follow-up camera),例如实现第一人称视角,只需要把第2个参数指向跟随物体的方向,把相机位置设置为这个物体的周围。前面我们提过,这类相机不能绕自身旋转。



好,让我们来简单实现这个功能,我们想让汽车前进后退的时候能让摄像机来跟随它,首先,我们必须得到读入的mesh的x,y,z这样才能给摄像机提供第一个参数,其次我们要确定朝向,在这里,很好确定,因为汽车就是朝z方向开的,好了,都确定下来我们就可以写代码了。为了得到mesh的位置,就要使用mesh内置的定点缓冲。



……………………………………..



             loadmesh(@"../.. r.x");



             vb=mesh.vertexbuffer; //取得读入mesh的中心



              try



              {



                   vector3 max;



                   vector3 min;



                   graphicsstream gs = vb.lock(0, 0, lockflags.none);



                   geometry.computeboundingbox(gs, mesh.numbervertices, mesh.vertexformat, out min, out max); //取得mesh的边框



                   float tx = (max.x - min.x)/2;



                   float ty =( max.y - min.y)/2;



                   float tz =( max.z - min.z);



                   pos.x =tx-0.9f;  //试出来的,这样才能使摄像机近似在车子中心



                   pos.y =ty+0.6f;



                   pos.z =tz-1.8f;



                   //float cameraheadingh=



                   lookat = new vector3 (0,0,1);



              }



              finally



              {



                   vb.unlock();



                   vb.dispose();



              }



修改keydown并且修改setupcamera函数判断摄像机的选择。



private void setupcamera(float deep )



        {



            device.transform.projection = matrix.perspectivefovlh((float)math.pi / 4, this.width / this.height, 1.0f, 10000.0f);



              if(camera%2!=0)



                device.transform.view = matrix.lookatlh(new vector3(0,0, 10.0f+deep), new vector3(), new vector3(0,1,0));



              else



                   device.transform .view =matrix.lookatlh (pos,new vector3 (0,1,0),new vector3 (0,1,0));




 


            device.lights[0].type = lighttype.directional;



            device.lights[0].diffuse = color.white;



            device.lights[0].direction = new vector3(0, -1, -1);



            device.lights[0].update();



            device.lights[0].enabled = true;



        }




 


这样就完成了这个功能,不过这里只是简单模拟一下,只有在前进后退的时候才有效果,不过由于没有参照物,在前进后退的时候看不出画面的变化。下面贴出完整的代码:



using system;



using system.drawing;



using system.collections;



using system.componentmodel;



using system.windows.forms;



using system.data;



using microsoft.directx;



using microsoft.directx.direct3d;




 


namespace chapter5code



{



     /// <summary>



     /// summary description for form1.



     /// </summary>



     public class form1 : system.windows.forms.form



     {



        private device device = null;



         presentparameters presentparams =null;



        private mesh mesh = null;



        private material[] meshmaterials;



        private texture[] meshtextures;




 


         private mesh mesh2=null;



         material[] meshmaterials2;



         texture[] meshtextures2;




 


        string status=null; //小车状态,向左转动还是向右转动,或者停止



         private vertexbuffer vb = null;



         vector3 pos;



         vector3 lookat;




 


         int camera=1;



         float angle=0.0f;



         float v=0.1f;



         float offsetx=0.1f;




 


         /// <summary>



         /// required designer variable.



         /// </summary>



         private system.componentmodel.container components = null;




 


         public form1()



         {



              //



              // required for windows form designer support



              //



              initializecomponent();




 


            this.setstyle(controlstyles.allpaintinginwmpaint | controlstyles.opaque, true);



         }




 


        /// <summary>



        /// we will initialize our graphics device here



        /// </summary>



        public void initializegraphics()



        {



            // set our presentation parameters



            presentparameters presentparams = new presentparameters();




 


            presentparams.windowed = true;



            presentparams.swapeffect = swapeffect.discard;



            presentparams.autodepthstencilformat = depthformat.d16;



            presentparams.enableautodepthstencil = true;




 


            // create our device



            device = new device(0, devicetype.hardware, this, createflags.softwarevertexprocessing, presentparams);



            // load our mesh



             loadmesh(@"../.. r.x");




 


              vb=mesh.vertexbuffer; //取得读入mesh的中心



              try



              {



                   vector3 max;



                   vector3 min;



                   graphicsstream gs = vb.lock(0, 0, lockflags.none);



                   geometry.computeboundingbox(gs, mesh.numbervertices, mesh.vertexformat, out min, out max);



                   float tx = (max.x - min.x)/2;



                   float ty =( max.y - min.y)/2;



                   float tz =( max.z - min.z);



                   pos.x =tx-0.9f;



                   pos.y =ty+0.6f;



                   pos.z =tz-1.8f;



                   //float cameraheadingh=



                   lookat = new vector3 (0,0,1);




 


              }



              finally



              {



                   vb.unlock();



                   vb.dispose();



              }



        }




 


        private void loadmesh(string file)



        {



            extendedmaterial[] mtrl;




 


            // load our mesh



            mesh = mesh.fromfile(file, meshflags.managed, device, out mtrl);



             // if we have any materials, store them



            if ((mtrl != null) && (mtrl.length > 0))



            {



                meshmaterials = new material[mtrl.length];



                meshtextures = new texture[mtrl.length];




 


                // store each material and texture



                for (int i = 0; i < mtrl.length; i++)



                {



                    meshmaterials[i] = mtrl[i].material3d;



                    if ((mtrl[i].texturefilename != null) && (mtrl[i].texturefilename != string.empty))



                    {



                        // we have a texture, try to load it



                        meshtextures[i] = textureloader.fromfile(device, @"../../" + mtrl[i].texturefilename);



                    }



                }



            }



        }




 


 




 


         protected override void onkeydown(system.windows.forms.keyeventargs e)



         {



              // handle the escape key for quiting



              if (e.keycode == keys.escape)



              {



                   // close the form and return



                   this.close();



                   return;



              }



              // handle left and right keys



              else if ((e.keycode == keys.left) || (e.keycode == keys.numpad4))



              {



                   status="left";



              }



              else if ((e.keycode == keys.right) || (e.keycode == keys.numpad6))



              {



                   status="right";



              }



              else if((e.keycode ==keys.up )||(e.keycode ==keys.numpad8 ))



              {



                   status="up";



              }



              else if((e.keycode ==keys.down  )||(e.keycode ==keys.numpad2 ))



              {



                   status="down";



              }



              else if(e.keycode ==keys.enter)



              {



                   status="stop";



              }



              else if(e.keycode ==keys.w  )



              {



                   status="goahead";




 


              }



              else if(e.keycode ==keys.s )



              {



                   status="goback";



              }



              else if(e.keycode ==keys.a)



              {



                   status="goleft";



              }



              else if(e.keycode ==keys.d )



              {



                   status="goright";



              }



              else if(e.keycode ==keys.c)



              {



                   camera++;



              }




 


             




 


         }




 


        private void setupcamera(float deep )



        {



            device.transform.projection = matrix.perspectivefovlh((float)math.pi / 4, this.width / this.height, 1.0f, 10000.0f);



              if(camera%2!=0)



                device.transform.view = matrix.lookatlh(new vector3(0,0, 10.0f+deep), new vector3(), new vector3(0,1,0));



              else



                   device.transform .view =matrix.lookatlh (pos,new vector3 (0,1,0),new vector3 (0,1,0));




 


            //device.renderstate.ambient = color.darkblue;



            device.lights[0].type = lighttype.directional;



            device.lights[0].diffuse = color.white;



            device.lights[0].direction = new vector3(0, -1, -1);



            device.lights[0].update();



            device.lights[0].enabled = true;




 


        }




 


        protected override void onpaint(system.windows.forms.painteventargs e)



        {



            device.clear(clearflags.target | clearflags.zbuffer, color.cornflowerblue, 1.0f, 0);




 


            setupcamera(v );




 


            device.beginscene();




 


            // draw our mesh



            drawmesh(status);




 


            device.endscene();




 


            device.present();




 


            this.invalidate();



        }




 


        private void drawmesh(string stat)



        {



         //   angle += 0.01f;




 


        //    device.transform.world = matrix.rotationyawpitchroll(yaw, pitch, roll) * matrix.translation(x, y, z);



              if(stat=="left")



              {



                   angle=angle+0.1f;



                   device.transform.world = matrix.rotationy (angle);



              }



              else if(stat=="right")



              {



                   angle=angle-0.1f;



                   device.transform.world = matrix.rotationy (angle);



              }



              else if(stat=="up")



              {



                   angle=angle+0.1f;



                   device.transform.world = matrix.rotationx (angle);




 



 


              }



              else if(stat=="down")



              {



                   angle=angle-0.1f;



                   device.transform.world = matrix.rotationx (angle);




 


              }



              else if(stat=="stop")



              {



                   angle=0.0f;



                   //device.reset ()



              }



              else if(stat=="goahead")



              {



                   v=v+0.1f;



              }



              else if(stat=="goback")



              {



                   v=v-0.1f;



              }



              else if(stat=="goleft")



              {



                   offsetx=offsetx+0.001f;




 


                   device.transform.world = matrix.translation(offsetx,0,0);



                   //device.transform .view =matrix.translation(offsetx,0,0);



              //   pos.x -=offsetx;



              //   device.transform .view =matrix.lookatlh(pos,new vector3 (0,0,1),new vector3 (0,1,0));



              }



              else if(stat=="goright")



              {



                   offsetx=offsetx-0.001f;



                   device.transform.world = matrix.translation(offsetx,0,0);



 




 


              }




 


 



            for (int i = 0; i < meshmaterials.length; i++)



            {



                device.material = meshmaterials[i];



                device.settexture(0, meshtextures[i]);



                mesh.drawsubset(i);



            }



        }




 


        /// <summary>



         /// clean up any resources being used.



         /// </summary>



         protected override void dispose( bool disposing )



         {



              if( disposing )



              {



                   if (components != null)



                   {



                       components.dispose();



                  }



              }



              base.dispose( disposing );



         }




 


         #region windows form designer generated code



         /// <summary>



         /// required method for designer support - do not modify



         /// the contents of this method with the code editor.



         /// </summary>



         private void initializecomponent()



         {



              this.components = new system.componentmodel.container();



              this.size = new size(800,600);



              this.text = "form1";



         }



         #endregion




 


         /// <summary>



         /// the main entry point for the application.



         /// </summary>



        static void
main
()



        {



            using (form1 frm = new form1())



            {



                // show our form and initialize our graphics engine



                frm.show();



                frm.initializegraphics();



                application.run(frm);



            }



        }



     }



}




 


好幸库,结束。



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