三维图形几何变换

三维几何变换包括平移、旋转和变比。三维几何变换可以表示为公式,或三维齐次坐标和4×4变换矩阵的乘积。下面分别以公式,矩阵乘积和简记符号来描述三维几何变换。并记变换前物体的坐标为x,y,z;变换后物体的坐标为x′,y′,z′。

    一、平移

    Tx,Ty,Tz是物体在三个坐标方向上的移动量,则有公式:

      x′=xTx

      y′=yTy

      z′=zTz

矩阵运算表达为:

x  y  z  1]=[x  y  z  1

简记为:T(Tx,Ty,Tz)

 

    二、旋转

旋转分为三种基本旋转:绕z轴旋转,绕x轴旋转,绕y轴旋转。在下述旋转变换公式中,设旋转的参考点在所绕的轴上,绕轴转θ角,方向是从轴所指处往原点看的逆时针方向(3.5(a),(b))

 

文本框: 绕x轴旋转 图3.5(b)

文本框: 绕z轴旋转 图3.5(a)

 

                                                               

    1绕z轴旋转的公式为:

         x′=xcosθ-ysinθ

         y′=xsinθ+ycosθ

         z′=z

矩阵运算的表达为:

x  y  z  1]=[x  y  z  1

简记为Rz(θ)

    2绕x轴旋转的公式为:

         x′=x

         y′=ycosθ-zsinθ

         z′=ysinθ+zcosθ

矩阵运算的表达为:

x  y  z  1]=[x  y  z  1

简记为Rx(θ)

     2绕y轴旋转的公式为:

         x′=zsinθ+xcosθ

         y′=y

         z′=zcosθ-xsinθ

         矩阵的运算表达式为:

x  y  z  1]=[x  y  z  1

简记为Ry(θ)

 

    如果旋转所绕的轴不是坐标轴,而是一根任意轴,则变换过程变显得较复杂。首先,对物体作平移和绕轴旋转变换,使得所绕之轴与某一根标准坐标轴重合。然后,绕该标准坐标轴作所需角度的旋转。最后,通过逆变换使所绕之轴恢复到原来位置。这个过程须由7个基本变换的级联才能完成。

    设旋转所绕的任意轴为p1, p2两点所定义的矢量。旋转角度为q(3.6)。这7个基本变换是:

    1T(x1,y1,z1)使p1点与原点重合(3.6(b))

    2Rx(α),使得轴p1p2落入平面xoz(3.6(c))

    3Ry(β),使p1p2z轴重合(3.6(d));

    4Rz(θ),执行绕p1p2轴的θ角度旋转(3.6(e))

    5Ry(-β),作3的逆变换;

    6Rx(-α),作2的逆变换;

    7T(x1,y1,z1)1的逆变换。

图3.6 绕任意轴P1P2旋转的前四个步骤

 

    1求Rx(α)的参数:转角α是uyoz平面的投影u′=(ob,c)z轴的夹角(37(a)),故有:

       cosa=,其中d

又因u′×uzuxu′||uzsinα

其中ux是在x轴上的投影。并且用行列式计算矢量积得:

       u′×uzux·b,故得:

       sinα= ,得出Rx(α)为:

            Rx(α)=

 

图3.7

 

  2求Ry(β)的参数(3.7(b)):经过Rx(α)变换,p2已落入xoz平面,但p2点与x轴的距离保持不变。因此,p1p2现在的单位矢量u″的z方向分量之值即为u′之长度,等于d,β是u″与uz之夹角,故有:

       cosβ= d

根据矢量积的定义,有:

       uzu″||uzsinβ=uy·(a

因为|u″|= =1,并|uz|=1,所以:

       sinβ=-a

因此得到Ry(β)为:

       Ry(β)

    绕任意轴(x1  y1  z1)(x2  y2  z2)转动θ角的变换R(θ)为如下级联变换:

    R(θ)=T(-x1,y1,z1)·Rx(a)·Ry(β)·Rz(θ)·

           Ry(-β)·Rx(a)·T(x1,y1,z1)

 

    三、变比

    sx,sy,sz是物体在三个方向的比例变化量,则有公式:

       x′=x·sx

       y′=y·sy

       z′=z·sz

矩阵运算的表达为

       x  y  z  1]=[x  y  z

简记为S(sx,sy,sz)

    相对于某个非原点参数点(xf,yf,zf)进行固定点变比变换,是通过如下级联变换实现的:

        T(xf,yf,zf)·S(sx,sy,sz)·T(xf,yf,zf)

 

    四、三维几何变换的指令

    和二维类似,三维几何变换也有三条指令,分别执行建立变换矩阵,积累变换和坐标变换的功能。

    1建立变换矩阵的指令:

    creat-transformation-matrix-3(xf,yf,zf,sx,sy,sz,xr1,yr1,zr1,xr2,yr2,zr2,α,tx , ty, tz, matrix);

其中:xf,yf,zf   是变比固定坐标;

      sx,sy,sz   是变比参数;

      xr1,yr1,zr1,xr2,yr2,zr2   是旋转所绕任意轴的起点与终点坐标;

      α         是平移参数;

      matrix     是返回的4×4的变换矩阵。

    2积累变换的指令

    accumulate-matrices-3(m1,m2,m);

其中m1,m2是输入矩阵,m是输出矩阵。三个都是4×4的矩阵。这条指令执行如下功能:

       mm1·m2

    3坐标变换的指令:

    set-segment-transformation-3(Id,matrix);

其中Id是物体的编号,matrix是变换矩阵。这条指令将Id所含的坐标逐一与matrix相乘,从而实现三维几何变换。

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在 Visual Studio 中实现三维图的坐标系之间的变换和三维图几何变换,可以使用 DirectX API。以下是修改示例图形为给定的三棱锥模型的代码示例: ```c++ #include <Windows.h> #include <d3d11.h> #include <d3dcompiler.h> #include <DirectXMath.h> #include <iostream> #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dcompiler.lib") using namespace DirectX; // 定义三棱锥顶点数据类型 struct Vertex { XMFLOAT3 position; XMFLOAT4 color; }; // 定义矩阵缓冲区数据类型 struct MatrixBuffer { XMMATRIX world; XMMATRIX view; XMMATRIX projection; }; // 定义全局变量 HWND hwnd = NULL; const int Width = 800; const int Height = 600; IDXGISwapChain* swapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DeviceContext; ID3D11RenderTargetView* renderTargetView; ID3D11DepthStencilView* depthStencilView; ID3D11Texture2D* depthStencilBuffer; ID3D11InputLayout* inputLayout; ID3D11VertexShader* vertexShader; ID3D11PixelShader* pixelShader; ID3D11Buffer* vertexBuffer; ID3D11Buffer* indexBuffer; ID3D11Buffer* matrixBuffer; XMMATRIX worldMatrix; XMMATRIX viewMatrix; XMMATRIX projectionMatrix; // 创建交换链 bool CreateSwapChain() { DXGI_SWAP_CHAIN_DESC swapChainDesc = {}; swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = Width; swapChainDesc.BufferDesc.Height = Height; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = hwnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0; HRESULT hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &swapChain, &d3d11Device, NULL, &d3d11DeviceContext); if (FAILED(hr)) { std::cout << "Failed to create swap chain" << std::endl; return false; } return true; } // 创建渲染目标视图 bool CreateRenderTargetView() { ID3D11Texture2D* backBuffer; HRESULT hr = swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer); if (FAILED(hr)) { std::cout << "Failed to get back buffer" << std::endl; return false; } hr = d3d11Device->CreateRenderTargetView(backBuffer, NULL, &renderTargetView); if (FAILED(hr)) { std::cout << "Failed to create render target view" << std::endl; return false; } backBuffer->Release(); return true; } // 创建深度模板缓冲区和深度模板视图 bool CreateDepthStencilBufferAndView() { D3D11_TEXTURE2D_DESC depthStencilDesc = {}; depthStencilDesc.Width = Width; depthStencilDesc.Height = Height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HRESULT hr = d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer); if (FAILED(hr)) { std::cout << "Failed to create depth stencil buffer" << std::endl; return false; } hr = d3d11Device->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView); if (FAILED(hr)) { std::cout << "Failed to create depth stencil view" << std::endl; return false; } return true; } // 创建顶点着色器 bool CreateVertexShader() { ID3DBlob* vertexShaderBlob; HRESULT hr = D3DCompileFromFile(L"VertexShader.hlsl", NULL, NULL, "main", "vs_5_0", 0, 0, &vertexShaderBlob, NULL); if (FAILED(hr)) { std::cout << "Failed to compile vertex shader" << std::endl; return false; } hr = d3d11Device->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), NULL, &vertexShader); if (FAILED(hr)) { std::cout << "Failed to create vertex shader" << std::endl; return false; } // 定义顶点输入布局 D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0} }; hr = d3d11Device->CreateInputLayout(inputElementDesc, 2, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &inputLayout); if (FAILED(hr)) { std::cout << "Failed to create input layout" << std::endl; return false; } vertexShaderBlob->Release(); return true; } // 创建像素着色器 bool CreatePixelShader() { ID3DBlob* pixelShaderBlob; HRESULT hr = D3DCompileFromFile(L"PixelShader.hlsl", NULL, NULL, "main", "ps_5_0", 0, 0, &pixelShaderBlob, NULL); if (FAILED(hr)) { std::cout << "Failed to compile pixel shader" << std::endl; return false; } hr = d3d11Device->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), NULL, &pixelShader); if (FAILED(hr)) { std::cout << "Failed to create pixel shader" << std::endl; return false; } pixelShaderBlob->Release(); return true; } // 创建顶点缓冲区 bool CreateVertexBuffer() { // 定义三棱锥的顶点数据 Vertex vertices[] = { {XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f)}, // A {XMFLOAT3(1.0f, 0.0f, 0.0f), XMFLOAT4(0.0f, 1.0f, 0.0f, 1.0f)}, // B {XMFLOAT3(1.0f, 0.0f, 1.0f), XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f)}, // C {XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT4(1.0f, 1.0f, 0.0f, 1.0f)}, // D {XMFLOAT3(0.5f, 1.0f, 0.5f), XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f)} // E }; D3D11_BUFFER_DESC vertexBufferDesc = {}; vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof(Vertex) * 5; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData = {}; vertexBufferData.pSysMem = vertices; HRESULT hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &vertexBuffer); if (FAILED(hr)) { std::cout << "Failed to create vertex buffer" << std::endl; return false; } return true; } // 创建索引缓冲区 bool CreateIndexBuffer() { // 定义三棱锥的索引数据 unsigned int indices[] = { 0, 1, 2, // 底面三角 ABC 0, 2, 3, // 底面三角 ACD 0, 1, 4, // 侧面三角 ABE 1, 2, 4, // 侧面三角 BCE 2, 3, 4, // 侧面三角 CDE 3, 0, 4 // 侧面三角 DAE }; D3D11_BUFFER_DESC indexBufferDesc = {}; indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(unsigned int) * 18; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA indexBufferData = {}; indexBufferData.pSysMem = indices; HRESULT hr = d3d11Device->CreateBuffer(&indexBufferDesc, &indexBufferData, &indexBuffer); if (FAILED(hr)) { std::cout << "Failed to create index buffer" << std::endl; return false; } return true; } // 创建矩阵缓冲区 bool CreateMatrixBuffer() { D3D11_BUFFER_DESC matrixBufferDesc = {}; matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC; matrixBufferDesc.ByteWidth = sizeof(MatrixBuffer); matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; matrixBufferDesc.MiscFlags = 0; HRESULT hr = d3d11Device->CreateBuffer(&matrixBufferDesc, NULL, &matrixBuffer); if (FAILED(hr)) { std::cout << "Failed to create matrix buffer" << std::endl; return false; } return true; } // 初始化 DirectX bool InitDirectX() { if (!CreateSwapChain()) { return false; } if (!CreateRenderTargetView()) { return false; } if (!CreateDepthStencilBufferAndView()) { return false; } d3d11DeviceContext->OMSetRenderTargets(1, &renderTargetView, depthStencilView); D3D11_VIEWPORT viewport = {}; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; d3d11DeviceContext->RSSetViewports(1, &viewport); if (!CreateVertexShader()) { return false; } if (!CreatePixelShader()) { return false; } if (!CreateVertexBuffer()) { return false; } if (!CreateIndexBuffer()) { return false; } if (!CreateMatrixBuffer()) { return false; } return true; } // 渲染场景 void RenderScene() { // 设置顶点缓冲区和索引缓冲区 unsigned int stride = sizeof(Vertex); unsigned int offset = 0; d3d11DeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); d3d11DeviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0); // 设置输入布局 d3d11DeviceContext->IASetInputLayout(inputLayout); // 设置基本图元类型 d3d11DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); // 更新矩阵缓冲区 MatrixBuffer matrixBufferData = {}; matrixBufferData.world = worldMatrix; matrixBufferData.view = viewMatrix; matrixBufferData.projection = projectionMatrix; D3D11_MAPPED_SUBRESOURCE mappedResource = {}; HRESULT hr = d3d11DeviceContext->Map(matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(hr)) { std::cout << "Failed to map matrix buffer" << std::endl; return; } memcpy(mappedResource.pData, &matrixBufferData, sizeof(MatrixBuffer)); d3d11DeviceContext->Unmap(matrixBuffer, 0); d3d11DeviceContext->VSSetConstantBuffers(0, 1, &matrixBuffer); // 设置顶点着色器和像素着色器 d3d11DeviceContext->VSSetShader(vertexShader, NULL, 0); d3d11DeviceContext->PSSetShader(pixelShader, NULL, 0); // 绘制图形 d3d11DeviceContext->DrawIndexed(18, 0, 0); // 切换缓冲区,显示渲染结果 swapChain->Present(0, 0); } // 释放资源 void Release() { if (matrixBuffer) { matrixBuffer->Release(); } if (indexBuffer) { indexBuffer->Release(); } if (vertexBuffer) { vertexBuffer->Release(); } if (pixelShader) { pixelShader->Release(); } if (vertexShader) { vertexShader->Release(); } if (inputLayout) { inputLayout->Release(); } if (depthStencilView) { depthStencilView->Release(); } if (depthStencilBuffer) { depthStencilBuffer->Release(); } if (renderTargetView) { renderTargetView->Release(); } if (swapChain) { swapChain->Release(); } if (d3d11DeviceContext) { d3d11DeviceContext->Release(); } if (d3d11Device) { d3d11Device->Release(); } } // 窗口过程函数 LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_DESTROY: PostQuitMessage(0); break; } return DefWindowProc(hwnd, msg, wParam, lParam); } int main() { // 注册窗口类 HINSTANCE hInstance = GetModuleHandle(NULL); WNDCLASSEX wc = {}; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.lpszClassName = L"DirectXWindowClass"; RegisterClassEx(&wc); // 创建窗口 hwnd = CreateWindowEx(0, L"DirectXWindowClass", L"DirectX Window", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, Width, Height, NULL, NULL, hInstance, NULL); if (hwnd == NULL) { std::cout << "Failed to create window" << std::endl; return 0; } ShowWindow(hwnd, SW_SHOW); // 初始化 DirectX if (!InitDirectX()) { Release(); return 0; } // 设置世界坐标系、物坐标系和屏幕坐标系的变换矩阵 worldMatrix = XMMatrixIdentity(); viewMatrix = XMMatrixLookAtLH(XMVectorSet(0.0f, 1.5f, -3.0f, 0.0f), XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f), XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f)); projectionMatrix = XMMatrixPerspectiveFovLH(XM_PIDIV4,
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