C#托管DirectX - 如何将网格旋转到任何矢量?

时间:2013-04-29 20:59:11

标签: c# directx mesh angle rotatetransform

我想写一个Funktion,我可以将网格转换为3D空间中的点。

但是我找不到任何解决方案的例子。

它应该类似于以下代码:

public void RotateMesh(Vector3 MeshPos, Vector3 TargedPos)
{
   ... Do something
}

但我不知道如何将MeshPos旋转到TargetPos。

如果有人能解释它会很好。

我想我需要一个矩阵作为返回值,因为我需要在我的SelectedPoint矩阵的绘图函数中添加一个矩阵。

绘制功能:

Matrix SelectedPoint = Matrix.Scaling(0.1f, 0.1f, 0.1f) * Matrix.Translation(IntersectVector) * OldMatrix;
                gameengine.m_Device.Transform.World = SelectedPoint;
                for (int i = 0; i < Burg.MeshObject.NumberAttributes; i++)
                {
                    gameengine.m_Device.Material = Burg.material[i];
                    gameengine.m_Device.SetTexture(0, Burg.texture[i]);
                    Burg.MeshObject.DrawSubset(0);
                }


public Matrix RotateMesh(Vector3 MeshPos, Vector3 TargedPos)
{
   ... Do something
   return AMatrix;
}

我尝试了下面的内容,但是事情已经倒了..

Vector3 target =new Vector3(0.0001f, 0.0001f, 0.0001f);
            Vector3 vFront = target - IntersectVector;
            vFront.Normalize();

            Vector3 vLeft = Vector3.Cross(vFront, new Vector3(0, 1, 0));
            vLeft.Normalize(); 
            Vector3 vUp = Vector3.Cross(vLeft, vFront);
            vUp.Normalize();

            Matrix mBase = Matrix.Identity;
            mBase.M11 = vLeft.X;
            mBase.M21 = vLeft.Y;
            mBase.M31 = vLeft.Z;
            mBase.M12 = vUp.X;
            mBase.M22 = vUp.Y;
            mBase.M32 = vUp.Z;
            mBase.M13 = vFront.X;
            mBase.M23 = vFront.Y;
            mBase.M33 = vFront.Z;

            Matrix TestMatrix = gameengine.camera._viewMatrix;
            TestMatrix.Invert();

            gameengine.m_Device.RenderState.DitherEnable = true;
            gameengine.m_Device.RenderState.ZBufferEnable = true;
            gameengine.m_Device.VertexFormat = SEarth.MeshObject.VertexFormat;
            gameengine.m_Device.RenderState.CullMode = Cull.None;


            if (IntersectVector != Vector3.Empty)
            {
                Matrix SelectedPoint = Matrix.Scaling(0.1f, 0.1f, 0.1f) * mBase * Matrix.Translation(IntersectVector) * OldMatrix;

现在我尝试了其他东西......但是网格确实会旋转并变形!怎么了?

OldMatrix *= Matrix.RotationX(CubeRotX) * Matrix.RotationY(CubeRotY);


            Vector3 target =new Vector3(0.0001f, 0.0001f, 0.0001f);
            Vector3 vFront = target - IntersectVector;
            vFront.Normalize();

            Vector3 vLeft = Vector3.Cross(vFront, new Vector3(0, 1, 0));
            vLeft.Normalize(); 
            Vector3 vUp = Vector3.Cross(vLeft, vFront);
            vUp.Normalize();

            Matrix mBase = Matrix.Identity;
            mBase.M11 = vLeft.X;
            mBase.M12 = vUp.X;
            mBase.M13 = vFront.X;
            mBase.M14 = 0.0f;
            mBase.M21 = vLeft.Y;
            mBase.M22 = vUp.Y;
            mBase.M23 = vFront.Z;
            mBase.M24 = 0.0f;
            mBase.M31 = vLeft.Z;
            mBase.M32 = vUp.Z;
            mBase.M33 = vFront.Z;
            mBase.M34 = 0.0f;
            //mBase.M41 = IntersectVector.X;
            //mBase.M42 = IntersectVector.Y;
            //mBase.M43 = IntersectVector.Z;
            mBase.M41 = 0;
            mBase.M42 = 0;
            mBase.M43 = 0;
            mBase.M44 = 1.0f;

            if (IntersectVector != Vector3.Empty)
            {
                Matrix SelectedPoint = Matrix.Scaling(0.1f, 0.1f, 0.1f) * mBase * Matrix.Translation(IntersectVector) * OldMatrix;
                gameengine.m_Device.Transform.World = SelectedPoint;
                for (int i = 0; i < Burg.MeshObject.NumberAttributes; i++)
                {
                    gameengine.m_Device.Material = Burg.material[i];
                    gameengine.m_Device.SetTexture(0, Burg.texture[i]);
                    Burg.MeshObject.DrawSubset(0);
                }
            }

左手和右手矩阵有什么不同?我想我有严格的事情。

好吧它不会工作.. 我应该解释一下我的程序..有一个位置为“Vector3(0,0,0)”

的Sphere

如果我点击球体上的某个位置......城堡将放置在相交坐标上。

目前最好的解决方案是创建LookAtL矩阵,但Castle不会面对相交矢量中的Vector(0,0,0)。

更新1.5.2013

Planet with Wire and the Castle on the Click position

Planet with Solid and the Castle on the Click position

这是当前的功能

gameengine.m_Device.RenderState.FillMode = FillMode.Solid;
            OldMatrix *= Matrix.RotationX(CubeRotX) * Matrix.RotationY(CubeRotY);


            Vector3 target =new Vector3(0.0001f, 0.0001f, 0.0001f);
            Vector3 vFront = target - IntersectVector;
            vFront.Normalize();

            Vector3 vLeft = Vector3.Cross(vFront, new Vector3(0, 1, 0));
            vLeft.Normalize(); 
            Vector3 vUp = Vector3.Cross(vLeft, vFront);
            vUp.Normalize();

            Vector3 vRigth = Vector3.Cross(vUp, vFront);


            Matrix mBase = Matrix.Identity;
            mBase.M11 = vLeft.X;
            mBase.M12 = vUp.X;
            mBase.M13 = vFront.X;
            mBase.M21 = vLeft.Y;
            mBase.M22 = vUp.Y;
            mBase.M23 = vFront.Z;
            mBase.M31 = vLeft.Z;
            mBase.M32 = vUp.Z;
            mBase.M33 = vFront.Z;

            //Matrix ObjectMatrix = Matrix.LookAtLH(IntersectVector, new Vector3(0, 0, 0), new Vector3(0, 1, 0));
            Matrix ObjectMatrix = Matrix.LookAtLH(vFront, vUp, vLeft);

            if (IntersectVector != Vector3.Empty)
            {
                // Translation * Base * Rotation * Scaling
                Matrix SelectedPoint = Matrix.Identity * ObjectMatrix *Matrix.Scaling(0.3f, 0.3f, 0.3f) * Matrix.Translation(IntersectVector) *OldMatrix;
                //SelectedPoint.M41 = IntersectVector.X;
                //SelectedPoint.M42 = IntersectVector.Y;
                //SelectedPoint.M43 = IntersectVector.Z;
                //SelectedPoint *= OldMatrix;

                gameengine.m_Device.Transform.World = SelectedPoint;
                for (int i = 0; i < Burg.MeshObject.NumberAttributes; i++)
                {
                    gameengine.m_Device.Material = Burg.material[i];
                    gameengine.m_Device.SetTexture(0, Burg.texture[i]);
                    Burg.MeshObject.DrawSubset(0);
                }
            }
            Material deviceMat = gameengine.m_Device.Material;
            //gameengine.m_Device.Material.AmbientColor = ColorValue.FromArgb(161613);


            //testsphere.DrawSubset(0);
            gameengine.m_Device.Material = deviceMat;
//gameengine.m_Device.RenderState.FillMode = FillMode.WireFrame;

2 个答案:

答案 0 :(得分:0)

要使对象面向特定方向,请使用摄像机视图矩阵。该矩阵将物体从面向观察方向的空间转换为面向z轴的空间。

出于您的目的,您应该反转此矩阵,它会将Z轴映射到用于创建视图矩阵的lookdirection。

伪代码:

ObjectMatrix = Matrix.Invert(Matrix.CreateLookAtLH(dir,up,right));

这将使对象-z轴面向dir方向。

答案 1 :(得分:0)

嗯,我明白了!

这就是我的解决方案:

public Matrix GetRotateToTargetMatrix(Vector3 TargetVector)
{
            Matrix mBase = Matrix.Invert(Matrix.LookAtLH(new Vector3(0, 0, 0),     TargetVector, new Vector3(0, 1, 0)));
            mBase.M44 = 1;
            mBase.M14 = 0;
            mBase.M24 = 0;
            mBase.M34 = 0;
            mBase.M41 = 0;
            mBase.M42 = 0;
            mBase.M43 = 0;

            return = mBase;
}

感谢Gnietschow和MHGameWork