Esempio n. 1
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        public static MatrixEx Mult(MatrixEx M1, MatrixEx M2)
        {
            MatrixEx tmp = new MatrixEx();

            tmp.v[0][0] = M1.v[0][0] * M2.v[0][0] + M1.v[0][1] * M2.v[1][0] + M1.v[0][2] * M2.v[2][0] + M1.v[0][3] * M2.v[3][0];
            tmp.v[0][1] = M1.v[0][0] * M2.v[0][1] + M1.v[0][1] * M2.v[1][1] + M1.v[0][2] * M2.v[2][1] + M1.v[0][3] * M2.v[3][1];
            tmp.v[0][2] = M1.v[0][0] * M2.v[0][2] + M1.v[0][1] * M2.v[1][2] + M1.v[0][2] * M2.v[2][2] + M1.v[0][3] * M2.v[3][2];
            tmp.v[0][3] = M1.v[0][0] * M2.v[0][3] + M1.v[0][1] * M2.v[1][3] + M1.v[0][2] * M2.v[2][3] + M1.v[0][3] * M2.v[3][3];

            tmp.v[1][0] = M1.v[1][0] * M2.v[0][0] + M1.v[1][1] * M2.v[1][0] + M1.v[1][2] * M2.v[2][0] + M1.v[1][3] * M2.v[3][0];
            tmp.v[1][1] = M1.v[1][0] * M2.v[0][1] + M1.v[1][1] * M2.v[1][1] + M1.v[1][2] * M2.v[2][1] + M1.v[1][3] * M2.v[3][1];
            tmp.v[1][2] = M1.v[1][0] * M2.v[0][2] + M1.v[1][1] * M2.v[1][2] + M1.v[1][2] * M2.v[2][2] + M1.v[1][3] * M2.v[3][2];
            tmp.v[1][3] = M1.v[1][0] * M2.v[0][3] + M1.v[1][1] * M2.v[1][3] + M1.v[1][2] * M2.v[2][3] + M1.v[1][3] * M2.v[3][3];

            tmp.v[2][0] = M1.v[2][0] * M2.v[0][0] + M1.v[2][1] * M2.v[1][0] + M1.v[2][2] * M2.v[2][0] + M1.v[2][3] * M2.v[3][0];
            tmp.v[2][1] = M1.v[2][0] * M2.v[0][1] + M1.v[2][1] * M2.v[1][1] + M1.v[2][2] * M2.v[2][1] + M1.v[2][3] * M2.v[3][1];
            tmp.v[2][2] = M1.v[2][0] * M2.v[0][2] + M1.v[2][1] * M2.v[1][2] + M1.v[2][2] * M2.v[2][2] + M1.v[2][3] * M2.v[3][2];
            tmp.v[2][3] = M1.v[2][0] * M2.v[0][3] + M1.v[2][1] * M2.v[1][3] + M1.v[2][2] * M2.v[2][3] + M1.v[2][3] * M2.v[3][3];

            tmp.v[3][0] = M1.v[3][0] * M2.v[0][0] + M1.v[3][1] * M2.v[1][0] + M1.v[3][2] * M2.v[2][0] + M1.v[3][3] * M2.v[3][0];
            tmp.v[3][1] = M1.v[3][0] * M2.v[0][1] + M1.v[3][1] * M2.v[1][1] + M1.v[3][2] * M2.v[2][1] + M1.v[3][3] * M2.v[3][1];
            tmp.v[3][2] = M1.v[3][0] * M2.v[0][2] + M1.v[3][1] * M2.v[1][2] + M1.v[3][2] * M2.v[2][2] + M1.v[3][3] * M2.v[3][2];
            tmp.v[3][3] = M1.v[3][0] * M2.v[0][3] + M1.v[3][1] * M2.v[1][3] + M1.v[3][2] * M2.v[2][3] + M1.v[3][3] * M2.v[3][3];

            return tmp;
        }
Esempio n. 2
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        public MatrixEx ReverseMat(MatrixEx M1)
        {
            //MatrixExOrg.origin

            return M1;
        }
Esempio n. 3
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        void angleMatrix(Vector3fEX v, MatrixEx m)
        {
            //定义中间变量
            float cr,cp,cy,sr,sp,sy;
            float tempAngle;

            /*
                计算roll,pitch,yaw角的cos,sin值,用来构造旋转矩阵
            */
            //yaw:表示围绕y轴的旋转,但数值是向量在XOZ面上的投影与z负的夹角
            tempAngle = v.z;
            sy = (float)System.Math.Sin(tempAngle);
            cy = (float)System.Math.Cos(tempAngle);
            //pitch:表示围绕x轴的旋转,但数值是向量在YOZ面上的投影与z负的夹角
            tempAngle = v.y;
            sp = (float)System.Math.Sin(tempAngle);
            cp = (float)System.Math.Cos(tempAngle);
            //roll:表示围绕y轴的旋转,但数值是向量在XOY面上的投影与y正的夹角
            tempAngle = v.x;
            sr = (float)System.Math.Sin(tempAngle);
            cr = (float)System.Math.Cos(tempAngle);

            m.xBasis = new Vector3fEX(cp * cy, cp * sy, (-sp));
            m.yBasis = new Vector3fEX(sr * sp * cy + cr * (-sy), sr * sp * sy + cr * cy, sr * cp);
            m.zBasis = new Vector3fEX((cr * sp * cy + (-sr) * (-sy)), (cr * sp * sy + (-sr) * cy), cr * cp);
        }
Esempio n. 4
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        //俯仰角 左右角 前后角
        void animation(int pitches, int rolls, int yaws)
        {
            for(int i = 0; i < m_Joint.Count; i ++)
            {
                /*
                    求当前动作矩阵,该矩阵基于初始局部变换
                */
                MatrixEx motionMatrix = new MatrixEx();
                Vector3fEX vTemp = new Vector3fEX(pitches,rolls,yaws);

                //修改关节角
            // 		        vTemp.x = pitches; //这些取值的依据是什么  rotation
            // 		        vTemp.z = rolls;
            // 		        vTemp.y = yaws;

                //设定矩阵的旋转
                angleMatrix(vTemp,motionMatrix);
                //angleMatrix(joint->vCurrent, &motionMatrix);
                //

                //当前局部矩阵 = 初始局部矩阵*动作矩阵,程序设定的变换是基于初始局部
                m_Joint[i].m_CurLocalMartic = MatrixEx.Mult(m_Joint[i].m_StaLocalMartic , motionMatrix);

                 //   求当前全局矩阵
                if (m_Joint[i].ParentId == -1)
                {
                    m_Joint[i].m_CurGlobMartic = m_Joint[i].m_CurLocalMartic;
                }
                else
                {
                    m_Joint[i].m_CurGlobMartic = MatrixEx.Mult(m_Joint[m_Joint[i].ParentId].m_CurGlobMartic , m_Joint[i].m_CurLocalMartic);
                }

                //至此 joint中的所有值都已经赋值完毕了。

            }
        }
Esempio n. 5
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        public void SetupJointMatrices()
        {
            for(int i = 0; i < m_Joint.Count; i++) {
                MatrixEx relativeMatrix = new MatrixEx();
                Vector3fEX vTemp = new Vector3fEX(m_Joint[i].rotation.x, m_Joint[i].rotation.y, m_Joint[i].rotation.z);

                //设定矩阵的旋转
                angleMatrix(vTemp,relativeMatrix);

                //设定矩阵的平移
                relativeMatrix.origin = new Vector3fEX(m_Joint[i].location.x, m_Joint[i].location.y, m_Joint[i].location.z);  //这个值  是不是用来补齐矩阵的最后一行的 或者最后一列的

                //为关节点的初始局部矩阵赋值
                m_Joint[i].m_StaLocalMartic = relativeMatrix;

                //如果是根节点,则局部矩阵则为全局矩阵
                if(m_Joint[i].ParentId == -1) //根节点
                {
                    //joint->matStaticGlobal = joint->matStaticLocal;
                    m_Joint[i].m_StaGlobaclMartic = m_Joint[i].m_StaLocalMartic;
                }
                else
                {
                    m_Joint[i].m_StaGlobaclMartic = MatrixEx.Mult(m_Joint[m_Joint[i].ParentId].m_StaGlobaclMartic , m_Joint[i].m_StaLocalMartic); //需要重写乘法运算符
                }
            }
            //绑定顶点,初始化顶点的相对坐标
            //SetupVertices();  //更新顶点信息
        }