#include<math.h>
#include "matrix.h"
#define Pi 3.1415926
void Proxy::Translate(float x, float y, float z)
{
int i, j;
bb[0][0] = 1; bb[0][1] = 0; bb[0][2] = 0; bb[0][3] = x;
bb[1][0] = 0; bb[1][1] = 1; bb[1][2] = 0; bb[1][3] = y;
bb[2][0] = 0; bb[2][1] = 0; bb[2][2] = 1; bb[2][3] = z;
bb[3][0] = 0; bb[3][1] = 0; bb[3][2] = 0; bb[3][3] = 1;
cc[0][0] = 0; cc[0][1] = 0; cc[0][2] = 0; cc[0][3] = 0;
for(i = 0; i<4; i++)
for(j = 0; j<4; j++)
{
cc[i][0] += bb[i][j]*aa[j][0];
}
//数组cc转化为坐标
Pos[0] = cc[0][0];
Pos[1] = cc[1][0];
Pos[2] = cc[2][0];
aa[0][0] = Pos[0];
aa[1][0] = Pos[1];
aa[2][0] = Pos[2];
aa[3][0] = 1.0;
}
void Proxy::Scale(float x, float y, float z)
{
int i, j;
bb[0][0] = x; bb[0][1] = 0; bb[0][2] = 0; bb[0][3] = 0;
bb[1][0] = 0; bb[1][1] = y; bb[1][2] = 0; bb[1][3] = 0;
bb[2][0] = 0; bb[2][1] = 0; bb[2][2] = z; bb[2][3] = 0;
bb[3][0] = 0; bb[3][1] = 0; bb[3][2] = 0; bb[3][3] = 1;
cc[0][0] = 0; cc[0][1] = 0; cc[0][2] = 0; cc[0][3] = 0;
for(i = 0; i<4; i++)
for(j = 0; j<4; j++)
{
cc[i][0] += bb[i][j]*aa[j][0];
}
//数组cc转化为坐标
Pos[0] = cc[0][0];
Pos[1] = cc[1][0];
Pos[2] = cc[2][0];
aa[0][0] = Pos[0];
aa[1][0] = Pos[1];
aa[2][0] = Pos[2];
aa[3][0] = 1.0;
}
void Proxy::Rotate(float angle, float x, float y, float z)
{
int i, j;
bb[0][0] = x*x + (float)cos(angle/180.0*Pi)*(1.0 - x*x); bb[0][1] = x*y*(1-(float)cos(angle/180.0*Pi))-z*(float)sin(angle/180.0*Pi);
bb[0][2] = x*z*(1-(float)cos(angle/180.0*Pi))+y*(float)sin(angle/180.0*Pi); bb[0][3] = 0;
bb[1][0] = x*y*(1-(float)cos(angle/180.0*Pi))+z*(float)sin(angle/180.0*Pi); bb[1][1] = y*y + (float)cos(angle/180.0*Pi)*(1.0 - y*y);
bb[1][2] = y*z*(1-(float)cos(angle/180.0*Pi))-x*(float)sin(angle/180.0*Pi); bb[1][3] = 0;
bb[2][0] = z*x*(1-(float)cos(angle/180.0*Pi))-y*(float)sin(angle/180.0*Pi); bb[2][1] = z*y*(1-(float)cos(angle/180.0*Pi))+x*(float)sin(angle/180.0*Pi);
bb[2][2] = z*z + (float)cos(angle/180.0*Pi)*(1.0 - z*z); bb[2][3] = 0;
bb[3][0] = 0; bb[3][1] = 0; bb[3][2] = 0; bb[3][3] = 1;
cc[0][0] = 0; cc[0][1] = 0; cc[0][2] = 0; cc[0][3] = 0;
for(i = 0; i<4; i++)
for(j = 0; j<4; j++)
{
cc[i][0] += bb[i][j]*aa[j][0];
}
//数组cc转化为坐标
Pos[0] = cc[0][0];
Pos[1] = cc[1][0];
Pos[2] = cc[2][0];
aa[0][0] = Pos[0];
aa[1][0] = Pos[1];
aa[2][0] = Pos[2];
aa[3][0] = 1.0;
}
OpenGL 矩阵变换机理
最新推荐文章于 2023-03-21 14:21:15 发布