首先看下數學公式: 由上面的數學公式,我們轉換的C++函數: [cpp] //----------------------------------------------------------------------------- // Name: setupRotate() // Desc: 繞x,y,z軸旋轉,axis:1表示繞x軸,2表示y軸,3表示z軸 //----------------------------------------------------------------------------- VOID setupRotate(D3DXMATRIXA16 *returnMatrix,int axis, float theta) { www.2cto.com float s, c; s = sin(theta),c=cos(theta); switch (axis) { case 1: // Rotate about the x-axis returnMatrix->_11 = 1.0f; returnMatrix->_12 = 0.0f; returnMatrix->_13 = 0.0f; returnMatrix->_14 = 0.0f; returnMatrix->_21 = 0.0f; returnMatrix->_22 = c; returnMatrix->_23 = s; returnMatrix->_24 = 0.0f; returnMatrix->_31 = 0.0f; returnMatrix->_32 = -s; returnMatrix->_33 = c; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; break; case 2: // Rotate about the y-axis returnMatrix->_11 = c; returnMatrix->_12 = 0.0f; returnMatrix->_13 = -s; returnMatrix->_14 = 0.0f; returnMatrix->_21 = 0.0f; returnMatrix->_22 = 1.0f; returnMatrix->_23 = 0.0f; returnMatrix->_24 = 0.0f; returnMatrix->_31 = s; returnMatrix->_32 = 0.0f; returnMatrix->_33 = c; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; break; case 3: // Rotate about the z-axis returnMatrix->_11 = c; returnMatrix->_12 = s; returnMatrix->_13 = 0.0f; returnMatrix->_14 = 0.0f; returnMatrix->_21 = -s; returnMatrix->_22 = c; returnMatrix->_23 = 0.0f; returnMatrix->_24 = 0.0f; returnMatrix->_31 = 0.0f; returnMatrix->_32 = 0.0f; returnMatrix->_33 = 1.0f; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; break; default: // bogus axis index assert(false); } } //----------------------------------------------------------------------------- // Name: setupRotate() // Desc: 繞自定義軸旋轉 //----------------------------------------------------------------------------- VOID setupRotate(const D3DXVECTOR3 &axis, D3DXMATRIXA16 *returnMatrix, float theta) { //要旋轉的向量軸必須是單位向量,不然物體會變形 //assert(fabs(axis*axis - 1.0f) < .01f); float s, c; s = sin(theta),c=cos(theta); // 計算出一些重復利用的子表達式。 float a = 1.0f - c; float ax = a * axis.x; float ay = a * axis.y; float az = a * axis.z; returnMatrix->_11 = ax*axis.x + c; returnMatrix->_12 = ax*axis.y + axis.z*s; returnMatrix->_13 = ax*axis.z - axis.y*s; returnMatrix->_14 = 0.0f; returnMatrix->_21 = ay*axis.x - axis.z*s; returnMatrix->_22 = ay*axis.y + c; returnMatrix->_23 = ay*axis.z + axis.x*s; returnMatrix->_24 = 0.0f; returnMatrix->_31 = az*axis.x + axis.y*s; returnMatrix->_32 = az*axis.y - axis.x*s; returnMatrix->_33 = az*axis.z + c; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; } 可能會有人對上面函數中的D3DXMATRIXA16和D3DXVECTOR3不理解,他們其實是Direct3D中表示4維矩陣和3維向量的結構體,可是我們數學公式裡涉及到的是3維矩陣,可以看下下面的轉換,因為要設計到矩陣相乘,故只能4維矩陣跟4維矩陣相乘,故把3維的轉換成4維的了。 具體使用上面兩個函數的例子: [cpp] // 旋轉 D3DXMATRIXA16 matWorld; //自定義旋轉的軸 D3DXVECTOR3 axis(1.0f/sqrt(3), 1.0f/sqrt(3), 1.0f/sqrt(3)); D3DXMatrixIdentity( &matWorld ); /*DirectX 官方API*/ //D3DXMatrixRotationY( &matWorld, timeGetTime()/500.0f ); /*使用自定義旋轉函數1*/ //setupRotate(&matWorld,2,timeGetTime()/500.0f); /*使用自定義旋轉函數2*/ setupRotate(axis,&matWorld,timeGetTime()/500.0f); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); 旋轉效果: 我稍微修改了下自定義旋轉的軸,改成一個非單位向量,(1.0f, 1.0f, 0.0f),旋轉效果(變形的飛起,哈哈): 完整代碼(看的麻煩的同學,可以拉到底下載整個項目來看): [cpp] //----------------------------------------------------------------------------- // File: Lights.cpp // Copyright (c) Microsoft Corporation & Waitingfy.com. All rights reserved. //----------------------------------------------------------------------------- #include <Windows.h> #include <mmsystem.h> #include <d3dx9.h> #include <strsafe.h> #include <math.h> #include <assert.h> //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices ID3DXMesh* Objects;//茶壺 // A structure for our custom vertex type. We added a normal, and omitted the // color (which is provided by the material) struct CUSTOMVERTEX { D3DXVECTOR3 position; // The 3D position for the vertex D3DXVECTOR3 normal; // The surface normal for the vertex }; // Our custom FVF, which describes our custom vertex structure #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL) //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D( HWND hWnd ) { // Create the D3D object. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Since we are now // using more complex geometry, we will create a device with a zbuffer. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // Create the D3DDevice if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Turn off culling g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); // Turn on the zbuffer g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); return S_OK; } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- VOID Cleanup() { if( g_pVB != NULL ) g_pVB->Release(); if( g_pd3dDevice != NULL ) g_pd3dDevice->Release(); if( g_pD3D != NULL ) g_pD3D->Release(); if(Objects != NULL) Objects->Release(); } //----------------------------------------------------------------------------- // Name: setupRotate() // Desc: 繞x,y,z軸旋轉,axis:1表示繞x軸,2表示y軸,3表示z軸 //----------------------------------------------------------------------------- VOID setupRotate(D3DXMATRIXA16 *returnMatrix,int axis, float theta) { float s, c; s = sin(theta),c=cos(theta); switch (axis) { case 1: // Rotate about the x-axis returnMatrix->_11 = 1.0f; returnMatrix->_12 = 0.0f; returnMatrix->_13 = 0.0f; returnMatrix->_14 = 0.0f; returnMatrix->_21 = 0.0f; returnMatrix->_22 = c; returnMatrix->_23 = s; returnMatrix->_24 = 0.0f; returnMatrix->_31 = 0.0f; returnMatrix->_32 = -s; returnMatrix->_33 = c; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; break; case 2: // Rotate about the y-axis returnMatrix->_11 = c; returnMatrix->_12 = 0.0f; returnMatrix->_13 = -s; returnMatrix->_14 = 0.0f; returnMatrix->_21 = 0.0f; returnMatrix->_22 = 1.0f; returnMatrix->_23 = 0.0f; returnMatrix->_24 = 0.0f; returnMatrix->_31 = s; returnMatrix->_32 = 0.0f; returnMatrix->_33 = c; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; break; case 3: // Rotate about the z-axis returnMatrix->_11 = c; returnMatrix->_12 = s; returnMatrix->_13 = 0.0f; returnMatrix->_14 = 0.0f; returnMatrix->_21 = -s; returnMatrix->_22 = c; returnMatrix->_23 = 0.0f; returnMatrix->_24 = 0.0f; returnMatrix->_31 = 0.0f; returnMatrix->_32 = 0.0f; returnMatrix->_33 = 1.0f; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; break; default: // bogus axis index assert(false); } } //----------------------------------------------------------------------------- // Name: setupRotate() // Desc: 繞自定義軸旋轉,類似DirectX中的函數D3DXMatrixRotationAxis //----------------------------------------------------------------------------- VOID setupRotate(const D3DXVECTOR3 &axis, D3DXMATRIXA16 *returnMatrix, float theta) { //要旋轉的向量軸必須是單位向量,不然物體會變形 //assert(fabs(axis*axis - 1.0f) < .01f); float s, c; s = sin(theta),c=cos(theta); // 計算出一些重復利用的子表達式。 float a = 1.0f - c; float ax = a * axis.x; float ay = a * axis.y; float az = a * axis.z; returnMatrix->_11 = ax*axis.x + c; returnMatrix->_12 = ax*axis.y + axis.z*s; returnMatrix->_13 = ax*axis.z - axis.y*s; returnMatrix->_14 = 0.0f; returnMatrix->_21 = ay*axis.x - axis.z*s; returnMatrix->_22 = ay*axis.y + c; returnMatrix->_23 = ay*axis.z + axis.x*s; returnMatrix->_24 = 0.0f; returnMatrix->_31 = az*axis.x + axis.y*s; returnMatrix->_32 = az*axis.y - axis.x*s; returnMatrix->_33 = az*axis.z + c; returnMatrix->_34 = 0.0f; returnMatrix->_41 = 0.0f; returnMatrix->_42 = 0.0f; returnMatrix->_43 = 0.0f; returnMatrix->_44 = 1.0f; } //----------------------------------------------------------------------------- // Name: SetupMatrices() // Desc: Sets up the world, view, and projection transform matrices. //----------------------------------------------------------------------------- VOID SetupMatrices() { // 旋轉 D3DXMATRIXA16 matWorld; //自定義旋轉的軸 //D3DXVECTOR3 axis(1.0f/sqrt(3), 1.0f/sqrt(3), 1.0f/sqrt(3)); D3DXVECTOR3 axis(1.0f, 1.0f, 0.0f); D3DXMatrixIdentity( &matWorld ); /*DirectX 官方API*/ //D3DXMatrixRotationY( &matWorld, timeGetTime()/500.0f ); /*使用自定義旋轉函數1*/ //setupRotate(&matWorld,2,timeGetTime()/500.0f); /*使用自定義旋轉函數2*/ setupRotate(axis,&matWorld,timeGetTime()/500.0f); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); // 攝像機的位置 D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f ); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMATRIXA16 matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); // 設置視錐體大小 D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); } //----------------------------------------------------------------------------- // Name: SetupLights() // Desc: Sets up the Lights and materials for the scene. //----------------------------------------------------------------------------- VOID SetupLights() { // 初始化一個材料 D3DMATERIAL9 mtrl; ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) ); mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材質有漫射和環境光的設置,都為黃色 g_pd3dDevice->SetMaterial( &mtrl ); // 初始化一個白色的方向光 D3DXVECTOR3 vecDir; D3DLIGHT9 light; ZeroMemory( &light, sizeof(D3DLIGHT9) ); light.Type = D3DLIGHT_DIRECTIONAL;//方向光 light.Diffuse = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);//設置光源的漫射光顏色為白色 light.Direction = D3DXVECTOR3(0.0f,0.0f,1.0f);//光的傳播方向平行z軸 light.Range = 1000.0f; g_pd3dDevice->SetLight( 0, &light ); g_pd3dDevice->LightEnable( 0, TRUE ); g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); // Finally, turn on some ambient light. g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 ); } //----------------------------------------------------------------------------- // Name: Render() // Desc: Draws the scene //----------------------------------------------------------------------------- VOID Render() { // 背景為藍色 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); // Begin the scene if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { // 茶壺的材料顏色也定義在這個函數中 SetupLights(); // Setup the world, view, and projection matrices SetupMatrices(); // Render the vertex buffer contents g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) ); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); //創建一個茶壺 Objects = 0; D3DXMATRIX Worlds; D3DXCreateTeapot(g_pd3dDevice, &Objects, 0); Objects->DrawSubset(0); Objects->Release(); Objects=0; // End the scene g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window's message handler //----------------------------------------------------------------------------- LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ) { switch( msg ) { case WM_DESTROY: Cleanup(); PostQuitMessage( 0 ); return 0; } return DefWindowProc( hWnd, msg, wParam, lParam ); } //----------------------------------------------------------------------------- // Name: WinMain() // Desc: The application's entry point //----------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 04: Lights", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop MSG msg; ZeroMemory( &msg, sizeof(msg) ); while( msg.message!=WM_QUIT ) { if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else Render(); } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0; }