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通过矩阵变换实现绕三个坐标轴的特定角度的旋转:
<!--<br><br>Code highlighting produced by Actipro CodeHighlighter (freeware)<br>http://www.CodeHighlighter.com/<br><br>-->
//-----------------------------------------------------------------------------
//Desc:设置世界矩阵
//-----------------------------------------------------------------------------
VOIDSetWorldMatrix()


{
staticlongcurTime=0;
staticfloatelapsetime=0;
elapsetime=(timeGetTime()-curTime)/1000.0f;
curTime=timeGetTime();

//创建并设置世界矩阵
floatfRoll,fPitch,fYaw;
fRoll=fPitch=fYaw=0.0f;

if(m_bKey['D'])fRoll-=3*elapsetime;
if(m_bKey['A'])fRoll+=3*elapsetime;

if(m_bKey['S'])fPitch-=3*elapsetime;
if(m_bKey['W'])fPitch+=3*elapsetime;

if(m_bKey['Q'])fYaw-=3*elapsetime;
if(m_bKey['E'])fYaw+=3*elapsetime;

//更新网格模型姿态
staticD3DXVECTOR3vRight,vUp,vLook,vPos;

vRight.x=g_matWorld._11;
vRight.y=g_matWorld._12;
vRight.z=g_matWorld._13;
vUp.x=g_matWorld._21;
vUp.y=g_matWorld._22;
vUp.z=g_matWorld._23;
vLook.x=g_matWorld._31;
vLook.y=g_matWorld._32;
vLook.z=g_matWorld._33;
vPos.x=g_matWorld._41;
vPos.y=g_matWorld._42;
vPos.z=g_matWorld._43;

D3DXVec3Normalize(&vLook,&vLook);
D3DXVec3Cross(&vRight,&vUp,&vLook);

D3DXVec3Normalize(&vRight,&vRight);
D3DXVec3Cross(&vUp,&vLook,&vRight);

D3DXVec3Normalize(&vUp,&vUp);

staticD3DXMATRIXmatPitch,matYaw,matRoll;

D3DXMatrixRotationAxis(&matYaw,&vUp,fYaw);
D3DXVec3TransformCoord(&vLook,&vLook,&matYaw);
D3DXVec3TransformCoord(&vRight,&vRight,&matYaw);

D3DXMatrixRotationAxis(&matRoll,&vLook,fRoll);
D3DXVec3TransformCoord(&vRight,&vRight,&matRoll);
D3DXVec3TransformCoord(&vUp,&vUp,&matRoll);

D3DXMatrixRotationAxis(&matPitch,&vRight,fPitch);
D3DXVec3TransformCoord(&vLook,&vLook,&matPitch);
D3DXVec3TransformCoord(&vUp,&vUp,&matPitch);

g_matWorld._11=vRight.x;
g_matWorld._12=vRight.y;
g_matWorld._13=vRight.z;
g_matWorld._21=vUp.x;
g_matWorld._22=vUp.y;
g_matWorld._23=vUp.z;
g_matWorld._31=vLook.x;
g_matWorld._32=vLook.y;
g_matWorld._33=vLook.z;

//向前移动
if(m_bKey['F'])


{
g_matWorld._41+=30*elapsetime*vLook.x;
g_matWorld._42+=30*elapsetime*vLook.y;
g_matWorld._43+=30*elapsetime*vLook.z;
}

//向后移动
if(m_bKey['V'])


{
g_matWorld._41-=30*elapsetime*vLook.x;
g_matWorld._42-=30*elapsetime*vLook.y;
g_matWorld._43-=30*elapsetime*vLook.z;
}
g_pd3dDevice->SetTransform(D3DTS_WORLD,&g_matWorld);
}
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@font-face
{font-family:宋体;
panose-1:2 1 6 0 3 1 1 1 1 1;
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mso-generic-font-family:swiss;
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@font-face
{font-family:"/@宋体";
panose-1:2 1 6 0 3 1 1 1 1 1;
mso-font-charset:134;
mso-generic-font-family:auto;
mso-font-pitch:variable;
mso-font-signature:3 135135232 16 0 262145 0;}
/* Style Definitions */
p.MsoNormal, li.MsoNormal, div.MsoNormal
{mso-style-parent:"";
margin:0cm;
margin-bottom:.0001pt;
text-align:justify;
text-justify:inter-ideograph;
mso-pagination:none;
font-size:10.5pt;
mso-bidi-font-size:12.0pt;
font-family:"Times New Roman";
mso-fareast-font-family:宋体;
mso-font-kerning:1.0pt;}
/* Page Definitions */
@page
{mso-page-border-surround-header:no;
mso-page-border-surround-footer:no;}
@page Section1
{size:612.0pt 792.0pt;
margin:72.0pt 90.0pt 72.0pt 90.0pt;
mso-header-margin:36.0pt;
mso-footer-margin:36.0pt;
mso-paper-source:0;}
div.Section1
{page:Section1;}
-->
</style>
<!--[if gte mso 10]>
<style>
/* Style Definitions */
table.MsoNormalTable
{mso-style-name:普通表格;
mso-tstyle-rowband-size:0;
mso-tstyle-colband-size:0;
mso-style-noshow:yes;
mso-style-parent:"";
mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
mso-para-margin:0cm;
mso-para-margin-bottom:.0001pt;
mso-pagination:widow-orphan;
font-size:10.0pt;
font-family:"Times New Roman";
mso-fareast-font-family:"Times New Roman";
mso-ansi-language:#0400;
mso-fareast-language:#0400;
mso-bidi-language:#0400;}
</style>
<![endif]-->
//-----------------------------------------------------------------------------
//Desc:设置世界矩阵
//-----------------------------------------------------------------------------
VOIDSetWorldMatrix()

{
staticlongcurTime=0;
staticfloatelapsetime=0;
elapsetime=(timeGetTime()-curTime)/1000.0f;
curTime=timeGetTime();
//创建并设置世界矩阵
floatfRoll,fPitch,fYaw;
fRoll=fPitch=fYaw=0.0f;
if(m_bKey['D'])fRoll-=3*elapsetime;
if(m_bKey['A'])fRoll+=3*elapsetime;
if(m_bKey['S'])fPitch-=3*elapsetime;
if(m_bKey['W'])fPitch+=3*elapsetime;
if(m_bKey['Q'])fYaw-=3*elapsetime;
if(m_bKey['E'])fYaw+=3*elapsetime;
//更新网格模型姿态
staticD3DXVECTOR3vRight,vUp,vLook,vPos;
vRight.x=g_matWorld._11;
vRight.y=g_matWorld._12;
vRight.z=g_matWorld._13;
vUp.x=g_matWorld._21;
vUp.y=g_matWorld._22;
vUp.z=g_matWorld._23;
vLook.x=g_matWorld._31;
vLook.y=g_matWorld._32;
vLook.z=g_matWorld._33;
vPos.x=g_matWorld._41;
vPos.y=g_matWorld._42;
vPos.z=g_matWorld._43;
D3DXVec3Normalize(&vLook,&vLook);
D3DXVec3Cross(&vRight,&vUp,&vLook);
D3DXVec3Normalize(&vRight,&vRight);
D3DXVec3Cross(&vUp,&vLook,&vRight);
D3DXVec3Normalize(&vUp,&vUp);
staticD3DXMATRIXmatPitch,matYaw,matRoll;
D3DXMatrixRotationAxis(&matYaw,&vUp,fYaw);
D3DXVec3TransformCoord(&vLook,&vLook,&matYaw);
D3DXVec3TransformCoord(&vRight,&vRight,&matYaw);
D3DXMatrixRotationAxis(&matRoll,&vLook,fRoll);
D3DXVec3TransformCoord(&vRight,&vRight,&matRoll);
D3DXVec3TransformCoord(&vUp,&vUp,&matRoll);
D3DXMatrixRotationAxis(&matPitch,&vRight,fPitch);
D3DXVec3TransformCoord(&vLook,&vLook,&matPitch);
D3DXVec3TransformCoord(&vUp,&vUp,&matPitch);
g_matWorld._11=vRight.x;
g_matWorld._12=vRight.y;
g_matWorld._13=vRight.z;
g_matWorld._21=vUp.x;
g_matWorld._22=vUp.y;
g_matWorld._23=vUp.z;
g_matWorld._31=vLook.x;
g_matWorld._32=vLook.y;
g_matWorld._33=vLook.z;
//向前移动
if(m_bKey['F'])

{
g_matWorld._41+=30*elapsetime*vLook.x;
g_matWorld._42+=30*elapsetime*vLook.y;
g_matWorld._43+=30*elapsetime*vLook.z;
}
//向后移动
if(m_bKey['V'])

{
g_matWorld._41-=30*elapsetime*vLook.x;
g_matWorld._42-=30*elapsetime*vLook.y;
g_matWorld._43-=30*elapsetime*vLook.z;
}
g_pd3dDevice->SetTransform(D3DTS_WORLD,&g_matWorld);
}
通过四元数实现绕三个坐标轴的特定角度的旋转:
<!--<br><br>Code highlighting produced by Actipro CodeHighlighter (freeware)<br>http://www.CodeHighlighter.com/<br><br>-->
//-----------------------------------------------------------------------------
//Desc:设置世界矩阵
//-----------------------------------------------------------------------------
VOIDSetWorldMatrix()


{
staticlongcurTime=0;
staticfloatelapsetime=0;
elapsetime=(timeGetTime()-curTime)/1000.0f;
curTime=timeGetTime();

//创建并设置世界矩阵
floatfRoll,fPitch,fYaw;
fRoll=fPitch=fYaw=0.0f;

if(m_bKey['D'])fRoll-=3*elapsetime;
if(m_bKey['A'])fRoll+=3*elapsetime;
if(m_bKey['S'])fPitch-=3*elapsetime;
if(m_bKey['W'])fPitch+=3*elapsetime;
if(m_bKey['Q'])fYaw-=3*elapsetime;
if(m_bKey['E'])fYaw+=3*elapsetime;

//更新网格模型姿态
D3DXQUATERNIONqR;
D3DXMATRIXmatRot;
D3DXQuaternionRotationYawPitchRoll(&qR,fYaw,fPitch,fRoll);
D3DXMatrixRotationQuaternion(&matRot,&qR);
D3DXMatrixMultiply(&g_matWorld,&matRot,&g_matWorld);

//获取网格模型前向量
staticD3DXVECTOR3vLook;
vLook.x=g_matWorld._31;
vLook.y=g_matWorld._32;
vLook.z=g_matWorld._33;

//向前移动
if(m_bKey['F'])


{
g_matWorld._41+=10*elapsetime*vLook.x;
g_matWorld._42+=10*elapsetime*vLook.y;
g_matWorld._43+=10*elapsetime*vLook.z;
}

//向后移动
if(m_bKey['V'])


{
g_matWorld._41-=10*elapsetime*vLook.x;
g_matWorld._42-=10*elapsetime*vLook.y;
g_matWorld._43-=10*elapsetime*vLook.z;
}

g_pd3dDevice->SetTransform(D3DTS_WORLD,&g_matWorld);
}


//-----------------------------------------------------------------------------
//Desc:设置世界矩阵
//-----------------------------------------------------------------------------
VOIDSetWorldMatrix()

{
staticlongcurTime=0;
staticfloatelapsetime=0;
elapsetime=(timeGetTime()-curTime)/1000.0f;
curTime=timeGetTime();
//创建并设置世界矩阵
floatfRoll,fPitch,fYaw;
fRoll=fPitch=fYaw=0.0f;
if(m_bKey['D'])fRoll-=3*elapsetime;
if(m_bKey['A'])fRoll+=3*elapsetime;
if(m_bKey['S'])fPitch-=3*elapsetime;
if(m_bKey['W'])fPitch+=3*elapsetime;
if(m_bKey['Q'])fYaw-=3*elapsetime;
if(m_bKey['E'])fYaw+=3*elapsetime;
//更新网格模型姿态
D3DXQUATERNIONqR;
D3DXMATRIXmatRot;
D3DXQuaternionRotationYawPitchRoll(&qR,fYaw,fPitch,fRoll);
D3DXMatrixRotationQuaternion(&matRot,&qR);
D3DXMatrixMultiply(&g_matWorld,&matRot,&g_matWorld);
//获取网格模型前向量
staticD3DXVECTOR3vLook;
vLook.x=g_matWorld._31;
vLook.y=g_matWorld._32;
vLook.z=g_matWorld._33;
//向前移动
if(m_bKey['F'])

{
g_matWorld._41+=10*elapsetime*vLook.x;
g_matWorld._42+=10*elapsetime*vLook.y;
g_matWorld._43+=10*elapsetime*vLook.z;
}
//向后移动
if(m_bKey['V'])

{
g_matWorld._41-=10*elapsetime*vLook.x;
g_matWorld._42-=10*elapsetime*vLook.y;
g_matWorld._43-=10*elapsetime*vLook.z;
}
g_pd3dDevice->SetTransform(D3DTS_WORLD,&g_matWorld);
}
本文介绍了两种实现三维模型绕坐标轴旋转的方法:一种是使用矩阵变换,另一种是利用四元数进行旋转。通过键盘输入控制旋转方向和速度,同时支持模型沿其正向移动。
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