在人物进行旋转操作时,世界坐标系和局部坐标系作为旋转参考坐标系的选取,构造出来的变化矩阵将会导致人物旋转动画不同的呈现结果。
1.当为全局坐标系时,人物将会绕世界坐标系的Y轴进行进行圆周运动
以DirectX12代码为例:
double angle = acos((float)cos_angle) * 180 / 3.1415926; //弧度转角度
int i = 0;
for (i = 0; i < mSkinned.size(); i++) {
XMMATRIX rotation = XMMatrixRotationY(-angle);
XMStoreFloat4x4(&mSkinned[i]->World,
XMMatrixMultiply(XMLoadFloat4x4(&mSkinned[i]->World), rotation));
mSkinned[i]->NumFramesDirty = gNumFrameResources;
}
核心变化为:世界矩阵*旋转矩阵。即在变化后的世界坐标系中,对人物进行旋转操作,那么得到的动画效果则如下图所示:
2.当为人物局部坐标系时,人物以自身Y轴进行旋转动画,即模拟人的转身
以DirectX12代码为例:
void GameRole::RotateY(float angle) {
XMMATRIX R = XMMatrixRotationAxis(XMLoadFloat3(&mUp), XMConvertToRadians(angle)); //以弧度为单位的
XMStoreFloat3(&mRight, XMVector3TransformNormal(XMLoadFloat3(&mRight), R));
XMStoreFloat3(&mUp, XMVector3TransformNormal(XMLoadFloat3(&mUp), R));
XMStoreFloat3(&mLook, XMVector3TransformNormal(XMLoadFloat3(&mLook), R));
IsChanged = true;
}
//获取人物的世界矩阵
void GameRole::UpdateWorldMatrix() {
if (IsChanged)
{
XMVECTOR R = XMLoadFloat3(&mRight); //x
XMVECTOR U = XMLoadFloat3(&mUp); //y
XMVECTOR L = XMLoadFloat3(&mLook); //z
XMVECTOR P = XMLoadFloat3(&mPosition); //origin point 原点
XMStoreFloat3(&mRight, R);
XMStoreFloat3(&mUp, U);
XMStoreFloat3(&mLook, L);
mWorld(0, 0) = mRight.x;
mWorld(1, 0) = mRight.y;
mWorld(2, 0) = mRight.z;
mWorld(3, 0) = mPosition.x;
mWorld(0, 1) = mUp.x;
mWorld(1, 1) = mUp.y;
mWorld(2, 1) = mUp.z;
mWorld(3, 1) = mPosition.y;
mWorld(0, 2) = mLook.x;
mWorld(1, 2) = mLook.y;
mWorld(2, 2) = mLook.z;
mWorld(3, 2) = mPosition.z;
mWorld(0, 3) = mScaling.x;
mWorld(1, 3) = mScaling.y;
mWorld(2, 3) = mScaling.z;
mWorld(3, 3) = mScaling.w;
IsChanged = false;
}
}
3后言
这两种情况旋转坐标转选取的两个关键方法是:
- XMMATRIX rotation = XMMatrixRotationY(-angle);
- XMMATRIX R = XMMatrixRotationAxis(XMLoadFloat3(&mUp), XMConvertToRadians(angle));
XMMatrixRotationY默认就以世界坐标系Y轴为旋转轴进行旋转操作。XMMatrixRotationAxis以传入的向量为旋转轴进行旋转操作。在变化矩阵的构建上需要想清楚自己想要实现的效果,才能精确的完成功能的实现。