矩阵的基本运用:
矩阵的作用是对点和向量进行变换(例如平移之类的操作)
DirectX使用4x4矩阵,因为通常在把向量和点扩展一维变成一个4D向量(最后一维分别为0或1,0是向量,1是点)
因为最后一维为0则,平移矩阵对向量影响为0,联系平移矩阵的特点容易得出该结论。
创建并使用4*4矩阵:
#include <Windows.h>
#include <D3dx9math.h>
#include <d3dx11.h>
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR szCmdLine,int iCmdShow)
{
//声明矩阵
D3DMATRIX m;
m._11 = 1, m._12 = 0, m._13 = 0, m._14 = 0;
m._21 = 0, m._22 = 1, m._23 = 0, m._24 = 0;
m._31 = 0, m._32 = 0, m._33 = 1, m._34 = 0;
m._41 = -1, m._42 = -2, m._43 = -3, m._44 = 1;
D3DXMATRIX m1(m);
D3DXMATRIX m2(1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 1, 1,
1, 1, 0, 1);
//单位矩阵
D3DXMATRIX m3;
D3DXMatrixIdentity(&m3);
//矩阵转置
D3DXMATRIX _m2;
D3DXMatrixTranspose(&_m2,&m2);
//矩阵求逆
D3DXMATRIX _m1;
D3DXMatrixInverse(&_m1, 0, &m1);
D3DXMatrixInverse(&_m2, 0, &m2);
//创建平移矩阵
D3DXMATRIX TranMatrix;
FLOAT x = 1.0f;
FLOAT y = 0.2f;
FLOAT z = 0.3f;
D3DXMatrixTranslation(&TranMatrix, x, y, z);
//创建旋转矩阵,分别绕x,y,z轴,右手系
D3DXMATRIX xMatrix;
D3DXMatrixRotationX(&xMatrix, 3.14/2);//逆时针旋转
D3DXMATRIX yMatrix;
D3DXMatrixRotationY(&yMatrix, 3.14/2);//逆时针旋转
D3DXMATRIX zMatrix;
D3DXMatrixRotationZ(&zMatrix, 3.14/2);//逆时针旋转
//创建比例变换矩阵
D3DXMATRIX sMatrix;
D3DXMatrixScaling(&sMatrix, 1.5f, 1.4f, 1.3f);
//点变换函数
D3DXVECTOR3 dot(1.0f, 1.0f, 1.0f);
D3DXVec3TransformCoord(&dot, &dot, &TranMatrix);
//向量变换函数
D3DXVECTOR3 vx(0.0f, 1.0f, 1.0f);
D3DXVec3TransformNormal(&vx, &vx, &xMatrix);
D3DXVECTOR3 vy(1.0f, 0.0f, 1.0f);
D3DXVec3TransformNormal(&vy, &vy, &yMatrix);
D3DXVECTOR3 vz(1.0f, 1.0f, 0.0f);
D3DXVec3TransformNormal(&vz, &vz, &zMatrix);
return 0;
}
矩阵的转置和求逆函数
//获取单位矩阵
D3DXINLINE D3DXMATRIX* D3DXMatrixIdentity
( D3DXMATRIX *pOut )
//矩阵转置
D3DXMATRIX* WINAPI D3DXMatrixTranspose
( D3DXMATRIX *pOut, CONST D3DXMATRIX *pM );
//矩阵求逆,如果求逆失败返回NULL值
D3DXMATRIX* WINAPI D3DXMatrixInverse
( D3DXMATRIX *pOut, FLOAT *pDeterminant, CONST D3DXMATRIX *pM );
//创建平移矩阵,指定x,y,z的平移距离
D3DXMATRIX* WINAPI D3DXMatrixTranslation
( D3DXMATRIX *pOut, FLOAT x, FLOAT y, FLOAT z );
//创建旋转矩阵,分别创建绕x,y,z轴逆时针旋转的矩阵,指定旋转角度
D3DXMATRIX* WINAPI D3DXMatrixRotationX
( D3DXMATRIX *pOut, FLOAT Angle );
D3DXMATRIX* WINAPI D3DXMatrixRotationY
( D3DXMATRIX *pOut, FLOAT Angle );
D3DXMATRIX* WINAPI D3DXMatrixRotationZ
( D3DXMATRIX *pOut, FLOAT Angle );
//创建比例变换矩阵,指定x,y,z的变换比例
D3DXMATRIX* WINAPI D3DXMatrixScaling
( D3DXMATRIX *pOut, FLOAT sx, FLOAT sy, FLOAT sz );
//点变换函数
D3DXVECTOR3* WINAPI D3DXVec3TransformCoord
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );
//向量变换函数
D3DXVECTOR3* WINAPI D3DXVec3TransformNormal
( D3DXVECTOR3 *pOut, CONST D3DXVECTOR3 *pV, CONST D3DXMATRIX *pM );