我无法弄清楚如何生成矩阵。
希望这张图解释了它,但基本上我有一个初始位置,我试图将主关节旋转90度,然后跟着它,将最后一个关节旋转90度。之后我会应用翻译来获得最终矩阵(参见代码)。这适用于一组与其关节相关的点。
最后一次旋转似乎不起作用,如果我不放入该行就可以了:matrixPositions [2] .appliedRotationMatrix * =(matrixRotX * matrixRotY * matrixRotZ); (腿是直的)。我一定错过了一些明显的东西?你不能用这种方式进行矩阵乘法旋转吗?
D3DXMATRIX matrixRotX, matrixRotY, matrixRotZ;
D3DXMatrixRotationX(&matrixRotX, 0);
D3DXMatrixRotationY(&matrixRotY, 0);
D3DXMatrixRotationZ(&matrixRotZ, -PI/2);
matrixPositions[0].appliedRotationMatrix *= (matrixRotX * matrixRotY * matrixRotZ);
D3DXMATRIX matTranslationIn1;
D3DXMatrixTranslation(&matTranslationIn1, (matrixPositions[0].position.x-matrixPositions[1].position.x), (matrixPositions[0].position.y-matrixPositions[1].position.y), (matrixPositions[0].position.z-matrixPositions[1].position.z));
D3DXMATRIX matTranslationOut1;
D3DXMatrixTranslation(&matTranslationOut1, -(matrixPositions[0].position.x-matrixPositions[1].position.x), -(matrixPositions[0].position.y-matrixPositions[1].position.y), -(matrixPositions[0].position.z-matrixPositions[1].position.z));
matrixPositions[1].appliedRotationMatrix *= (matTranslationIn1 * (matrixRotX * matrixRotY * matrixRotZ) * matTranslationOut1);
D3DXMatrixTranslation(&matTranslationIn1, (matrixPositions[0].position.x-matrixPositions[2].position.x), (matrixPositions[0].position.y-matrixPositions[2].position.y), (matrixPositions[0].position.z-matrixPositions[2].position.z));
D3DXMatrixTranslation(&matTranslationOut1, -(matrixPositions[0].position.x-matrixPositions[2].position.x), -(matrixPositions[0].position.y-matrixPositions[2].position.y), -(matrixPositions[0].position.z-matrixPositions[2].position.z));
matrixPositions[2].appliedRotationMatrix *= (matTranslationIn1 * (matrixRotX * matrixRotY * matrixRotZ) * matTranslationOut1);
matrixPositions[2].appliedRotationMatrix *= (matrixRotX * matrixRotY * matrixRotZ);
D3DXMATRIX matrix[3];
for (int x = 0; x < 3; x++)
{
D3DXMatrixIdentity( &matrix[x]);
D3DXMATRIX matTranslation;
D3DXMatrixTranslation(&matTranslation, matrixPositions[x].position.x, matrixPositions[x].position.y, matrixPositions[x].position.z);
matrix[x] = matrix[x] * matrixPositions[x].appliedRotationMatrix * matTranslation;
}
答案 0 :(得分:0)
您的要求有两个主要步骤。
我写了一些伪代码,差不多完成了,但是你仍然需要一些更新才能使用它。请参阅代码中的注释以获取详细信息。
void Rotatation()
{
// Build up the rotation matrix for step 1
D3DXVECTOR3 rotAxis(0, 0, 1);
float angle = -(D3DX_PI / 2);
D3DXMATRIX rotMatrix;
D3DXMatrixRotationAxis(&rotMatrix, &rotAxis, angle);
// rotate joints 0, 1 and 2 by apply the matrix above
for (int i = 0; i < 3; i++)
{
joints[i].matrix *= rotMatrix;
}
// Build up the rotation matrix for joint 2
// Since joint 2 was not rotate around the origin(I mean the axis should pass the origin), so first you need to translate the rotation center to origin
// then rotate joint 2, and last move back
// After the rotation in step 1, joint 1 now locate at (0, 2, 0)
// to translate it to the origin.
D3DXMATRIX transMat;
D3DXMatrixTranslation(&transMat, 0, 2, 0);
// Now joint 2 can rotate around z-axis, so the rotate matrix is same as step 1
// after rotation, move back, this matrix is the inverse of transMat
D3DXMATRIX inverseTransMat;
D3DXMatrixTranslation(&transMat, 0, -2, 0);
// Combine the 3 matrix above
D3DXMATRIX rotMatjoin2 = transMat * rotMatjoin2 * inverseTransMat;
// rotate jonit 2
joints[2].matrix *= rotMatjoin2;
}