DX透视投影矩阵的推导

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以下是一个简单的Java代码,用于绘制四棱锥的透视投影: ```java import java.awt.*; import javax.swing.*; public class Pyramid extends JFrame { public Pyramid() { setTitle("Pyramid"); setSize(400, 400); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setLocationRelativeTo(null); setResizable(false); add(new DrawPyramid()); } public static void main(String[] args) { Pyramid pyramid = new Pyramid(); pyramid.setVisible(true); } } class DrawPyramid extends JComponent { public void paint(Graphics g) { Graphics2D g2 = (Graphics2D) g; int centerX = getWidth() / 2; int centerY = getHeight() / 2; int x1 = centerX - 50; int y1 = centerY - 50; int x2 = centerX + 50; int y2 = centerY - 50; int x3 = centerX; int y3 = centerY + 50; int x4 = centerX - 50; int y4 = centerY - 50; int z1 = 0; int z2 = 0; int z3 = 0; int z4 = 100; int dx = centerX; int dy = centerY - 100; int scale = 2; x1 = dx + (x1 - dx) * z4 / (z4 - z1) / scale; y1 = dy + (y1 - dy) * z4 / (z4 - z1) / scale; x2 = dx + (x2 - dx) * z4 / (z4 - z2) / scale; y2 = dy + (y2 - dy) * z4 / (z4 - z2) / scale; x3 = dx + (x3 - dx) * z4 / (z4 - z3) / scale; y3 = dy + (y3 - dy) * z4 / (z4 - z3) / scale; x4 = dx + (x4 - dx) * z4 / (z4 - z4) / scale; y4 = dy + (y4 - dy) * z4 / (z4 - z4) / scale; g2.drawLine(x1, y1, x2, y2); g2.drawLine(x2, y2, x3, y3); g2.drawLine(x3, y3, x1, y1); g2.drawLine(x1, y1, x4, y4); g2.drawLine(x2, y2, x4, y4); } } ``` 代码中,我们使用 `JFrame` 和 `JComponent` 来创建一个窗口和绘制组件,然后在 `paint()` 方法中绘制四棱锥的投影。我们首先定义四棱锥的顶点坐标和深度 `z`,然后将其中一个顶点作为视点 `(dx, dy)`,并使用透视投影公式将每个顶点的坐标转换为投影平面上的坐标。最后,我们使用 `drawLine()` 方法在投影平面上绘制四棱锥的线框。
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