XNA - 关于世界空间与屏幕空间之间的关系

时间:2010-08-21 20:21:37

标签: xna linear-algebra

编辑:只是想提出我更清楚的问题。我几乎无法看到像Matrix.CreateTransformationZ这样的东西不仅在矩阵乘法的情况下工作,更重要的是它对屏幕空间/世界空间的作用,所以我可以得到更清晰的图像。所以也许有人可以改变代码或给我一个简短的片段来测试我可以使用它来围绕轴旋转和/或绕轴旋转。我也改变了这个例子。

所以我仍然无法直观地了解矩阵如何与xna屏幕空间一起工作。

我会举个例子:

public class Game1 : Microsoft.Xna.Framework.Game
{
    Texture2D shipTexture, rockTexture;


    Vector2 shipPosition = new Vector2(100.0f, 100.0f);
    Vector2 rockPosition = new Vector2(100.0f, 29.0f);

    int count;

    float shipRotation, rockRotation;
    float rockSpeed, rockRotationSpeed;
    bool move = true;

    const int rock = 0;
    const int ship = 1;

    Color[] rockColor;
    Color[] shipColor;

    float testRot = 0.0f;
    Vector2 shipCenter; int shipWidth, shipHeight;
    Vector2 rockCenter; int rockWidth, rockHeight;

    GraphicsDeviceManager graphics;
    SpriteBatch spriteBatch;

    #region maincontent
    public Game1()
    {
        graphics = new GraphicsDeviceManager(this);
        Content.RootDirectory = "Content";
    }

    /// <summary>
    /// Allows the game to perform any initialization it needs to before starting to run.
    /// This is where it can query for any required services and load any non-graphic
    /// related content.  Calling base.Initialize will enumerate through any components
    /// and initialize them as well.
    /// </summary>
    protected override void Initialize()
    {
        // TODO: Add your initialization logic here
        rockSpeed = 0.16f;
        rockRotationSpeed = 0.3f;
        base.Initialize();
    }



    /// <summary>
    /// LoadContent will be called once per game and is the place to load
    /// all of your content.
    /// </summary>
    protected override void LoadContent()
    {
        shipTexture = Content.Load<Texture2D>("Images\\ship");
        rockTexture = Content.Load<Texture2D>("Images\\asteroid");

        rockWidth = rockTexture.Width; rockHeight = rockTexture.Height;
        shipWidth = shipTexture.Width; shipHeight = shipTexture.Height;

        rockCenter = new Vector2(rockWidth / 2, rockHeight / 2);
        shipCenter = new Vector2(shipWidth / 2, shipHeight / 2);



        // Create a new SpriteBatch, which can be used to draw textures.
        spriteBatch = new SpriteBatch(GraphicsDevice);

        // TODO: use this.Content to load your game content here
        rockColor = new Color[rockTexture.Width * rockTexture.Height];
        rockTexture.GetData(rockColor);
        shipColor = new Color[shipTexture.Width * shipTexture.Height];
        shipTexture.GetData(shipColor);
    }

    /// <summary>
    /// UnloadContent will be called once per game and is the place to unload
    /// all content.
    /// </summary>
    protected override void UnloadContent()
    {
        // TODO: Unload any non ContentManager content here
    }

            /// <summary>
    /// This is called when the game should draw itself.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.CornflowerBlue);

        spriteBatch.Begin(SpriteBlendMode.AlphaBlend);

        spriteBatch.Draw(rockTexture, rockPosition,
            null, Color.White, testRot, rockCenter, 1.0f,
            SpriteEffects.None, 0.0f);

        spriteBatch.Draw(shipTexture, shipPosition,
            null, Color.White, shipRotation, shipCenter,
            1.0f, SpriteEffects.None, 0.0f);

        spriteBatch.End();
        // TODO: Add your drawing code here

        base.Draw(gameTime);
    }
    #endregion

    /// <summary>
    /// Allows the game to run logic such as updating the world,
    /// checking for collisions, gathering input, and playing audio.
    /// </summary>
    /// <param name="gameTime">Provides a snapshot of timing values.</param>
    protected override void Update(GameTime gameTime)
    {
        testRot += 0.034906585f;
        // Allows the game to exit
        if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
            this.Exit();

        UpdateAsteroid(gameTime);
        RotateShip(gameTime);
        MoveShip(gameTime);
        // TODO: Add your update logic here
        CheckCollisions();
        base.Update(gameTime);
    }

    #region Collisions

    public Color PixelColor(int objectNum, int pixelNum)
    {
        switch (objectNum)
        {
            case rock:
                return rockColor[pixelNum];
            case ship:
                return shipColor[pixelNum];
        }

        return Color.White;
    }

    public bool PixelCollision(Matrix transformA, int pixelWidthA, int pixelHeightA, int A,
        Matrix transformB, int pixelWidthB, int pixelHeightB, int B)
    {
        Matrix temp = Matrix.Invert(transformB);
        Matrix AtoB = transformA * Matrix.Invert(transformB);

        Vector2 columnStep, rowStep, rowStartPosition;

        columnStep = Vector2.TransformNormal(Vector2.UnitX, AtoB);
        rowStep = Vector2.TransformNormal(Vector2.UnitY, AtoB);

        rowStartPosition = Vector2.Transform(Vector2.Zero, AtoB);

        for (int rowA = 0; rowA < pixelHeightA; rowA++)
        {
            // begin at the left
            Vector2 pixelPositionA = rowStartPosition;

            // for each column in the row (move left to right)
            for (int colA = 0; colA < pixelWidthA; colA++)
            {
                // get the pixel position
                int X = (int)Math.Round(pixelPositionA.X);
                int Y = (int)Math.Round(pixelPositionA.Y);

                // if the pixel is within the bounds of B
                if (X >= 0 && X < pixelWidthB && Y >= 0 && Y < pixelHeightB)
                {

                    // get colors of overlapping pixels
                    Color colorA = PixelColor(A, colA + rowA * pixelWidthA);
                    Color colorB = PixelColor(B, X + Y * pixelWidthB);

                    // if both pixels are not completely transparent,
                    if (colorA.A != 0 && colorB.A != 0)
                        return true; // collision
                }
                // move to the next pixel in the row of A
                pixelPositionA += columnStep;
            }

            // move to the next row of A
            rowStartPosition += rowStep;
        }

        return false; // no collision
    }
    public Matrix Transform(Vector2 center, float rotation, Vector2 position)
    {

        return Matrix.CreateTranslation(new Vector3(-center, 0.0f)) *
            Matrix.CreateRotationZ(rotation) *
            Matrix.CreateTranslation(new Vector3(position, 0.0f));
    }

    public static Rectangle TransformRectangle(Matrix transform, int width, int height)
    {
        Vector2 leftTop = new Vector2(0.0f, 0.0f);
        Vector2 rightTop = new Vector2(width, 0.0f);
        Vector2 leftBottom = new Vector2(0.0f, height);
        Vector2 rightBottom = new Vector2(width, height);

        Vector2.Transform(ref leftTop, ref transform, out leftTop);
        Vector2.Transform(ref rightTop, ref transform, out rightTop);
        Vector2.Transform(ref leftBottom, ref transform, out leftBottom);
        Vector2.Transform(ref rightBottom, ref transform, out rightBottom);

        Vector2 min = Vector2.Min(Vector2.Min(leftTop, rightTop), Vector2.Min(leftBottom, rightBottom));
        Vector2 max = Vector2.Max(Vector2.Max(leftTop, rightTop), Vector2.Max(leftBottom, rightBottom));

        return new Rectangle((int)min.X, (int)min.Y,
            (int)(max.X - min.X), (int)(max.Y - min.Y));
    }

    private void CheckCollisions()
    {
        Matrix shipTransform, rockTransform;

        Rectangle shipRectangle, rockRectangle;

        rockTransform = Transform(rockCenter, rockRotation, rockPosition);
        rockRectangle = TransformRectangle(rockTransform, rockWidth, rockHeight);
        shipTransform = Transform(shipCenter, shipRotation, shipPosition);
        shipRectangle = TransformRectangle(shipTransform, shipWidth, shipHeight);

        if (rockRectangle.Intersects(shipRectangle)) // rough collision check
            if (PixelCollision( // exact collision check
            rockTransform, rockWidth, rockHeight, rock,
            shipTransform, shipWidth, shipHeight, ship))
                move = false;
    }
    #endregion

    #region Moves_and_Rotations

    private void UpdateAsteroid(GameTime gameTime)
    {
        float timeLapse = (float)gameTime.ElapsedGameTime.Milliseconds;

        if (move == true)
        {
            if ((rockWidth + rockPosition.X >= Window.ClientBounds.Width))
            {
                rockSpeed *= -1.0f;
                rockPosition.X += rockSpeed * timeLapse;
            }
            else if ((rockPosition.X <= 0))
            {
                rockSpeed *= -1.0f;
                rockPosition.X += rockSpeed * timeLapse;

            }
            else
                rockPosition.X += rockSpeed * timeLapse;

            const float SCALE = 50.0f;
            rockRotation += rockRotationSpeed * timeLapse / SCALE;

            rockRotation = rockRotation % (MathHelper.Pi * 2.0f);
        }
    }

    private float RotateShip(GameTime gameTime)
    {
        float rotation = 0.0f;
        float speed = gameTime.ElapsedGameTime.Milliseconds / 300.0f;

        if (!move)
            return rotation;

        KeyboardState keyboard = Keyboard.GetState();

        if (keyboard.IsKeyDown(Keys.Right))
            rotation = speed;
        else if (keyboard.IsKeyDown(Keys.Left))
            rotation = -speed;

        shipRotation += rotation;

        shipRotation = shipRotation % (MathHelper.Pi * 2.0f);
        return shipRotation;
    }

    private void MoveShip(GameTime gameTime)
    {
        const float SCALE = 20.0f;
        float speed = gameTime.ElapsedGameTime.Milliseconds / 100.0f;

        KeyboardState keyboard = Keyboard.GetState();

        if (keyboard.IsKeyDown(Keys.Up))
        {

            shipPosition.X += (float)Math.Sin(shipRotation) * speed * SCALE;
            shipPosition.Y -= (float)Math.Cos(shipRotation) * speed * SCALE;
        }
        else if (keyboard.IsKeyDown(Keys.Down))
        {
            shipPosition.X -= (float)Math.Sin(shipRotation) * speed * SCALE;
            shipPosition.Y += (float)Math.Cos(shipRotation) * speed * SCALE;
        }
    }
#endregion
}

我是从XNA游戏创作者那里得到的,它只是一种做像素检测的方法。

  1. 在上面的Transform方法中,矩阵乘法发生在我猜一个矩形。在屏幕空间/世界空间方面究竟发生了什么?

  2. 为什么作者将矩阵乘以另一个矩阵的倒数? (他提到这不知何故这使得它与其他资产相关)

4 个答案:

答案 0 :(得分:5)

屏幕空间可能与Client Space相同。客户端空间从左上角的(0,0)到右下角的(宽度,高度)。 “向上”是Y - 。

投影空间从左下角的(-1,-1)变为右上角的(1,1)。这是GPU用于最终渲染的内容。 SpriteBatch为您处理此问题(相比之下:BasicEffect要求您提供投影矩阵)。

世界空间是你想要的任何东西。这是你的游戏玩法所发生的坐标系。在你的例子中,它似乎与相同客户空间。

传统上,在执行此类操作时,您会在自己的空间中定义一个对象。在您的示例中,岩石和船舶矩形被硬编码到函数TransformRectangle中作为变量topLeftbottomRight的初始值。

然后,每个对象都有一个世界矩阵。这将该对象从其自己的空间移动到其在世界空间中的位置。在您的示例中,这是shipTransformrockTransform。根据您传入的参数(使用纹理本身作为初始对象),在SpriteBatch.Draw内完成

然后你有一个查看矩阵 - 您可以将其视为您的相机。您的示例没有其中之一。但是,如果您想要平移视图以跟随播放器,您可以在此处使用翻译矩阵,根据玩家的位置创建(并将其传递给SpriteBatch.Begin)。

最后你有一个投影矩阵,可以将你的世界空间转换为投影空间,以便GPU可以渲染你的场景。

现在一个可能的问题是SpriteBatch在内部定义了一个投影矩阵,它将客户空间转换为投影空间(因此它基本上“假定”世界空间客户空间)。在您的示例中不是问题,因为两个空格 相同。

如果您的世界空间与客户空间相同,并且您想要使用SpriteBatch,则必须创建一个额外的矩阵以从World space转换为Client space并将其插入View之间和项目矩阵(即:将其与View相乘并将其传递给SpriteBatch.Begin)。

如果你的世界空间以不同于SpriteBatch的方式定义哪个方向“向上”(或“正确”),那么你必须记住SpriteBatch.Draw使用的原始对象定义为“up”到是Y - 。

答案 1 :(得分:1)

我不相信导致你看到的东西的空间关系(在你的第一版问题中)。对于它所处的空间,矩阵是双手的。如果你提供它的屏幕空间值,它会返回屏幕空间值。因此,关系(屏幕/世界)不相关且不存在。

例如,如果您想使用矩阵围绕2d屏幕的中心点绕船航行:

Vector2 screenCenter = new Vec2(width/2, h/2);// abbreviated
Vector2 shipPosition = screenCenter;
shipPosition.X += 25;//offset ship from center slightly

shipPosition = Vector2.Transform(shipPosition, Matrix.CreateTranslation(-screenCenter));
shipPosition = Vector2.Transform(shipPosition , Matrix.CreateRotationZ(someRadians));
shipPosition = Vector2.Transform(shipPosition , Matrix.CreateTranslation(screenCenter));


//although the above would typically be written as:
shipPosition = Vector2.Transform(shipPosition - screenCenter, Matrix.CreateRotationZ(someAngle)) + screenCenter;

请注意,所有值都只是屏幕空间值。世界/屏幕空间关系无关紧要。这就是如何使用矩阵在2d屏幕空间中围绕另一个点旋转点。对于3d,它将是精确的代码,但具有Z分量(vector3)并使用3d世界空间。

你的comboMatrix(来自早期的代码)和你的新代码片段中的transform()可能会使你绊倒一些。将矩阵相乘时,就像将一个旋转加到另一个上一样。所以你的comboMatrix就像是3 + 5 +( - 3)...所有你真正做的就是相当于5.所有你的comboMatrix都做了相同的rotZ ......它没有翻译。和你的Transform()类似。当我将三个矩阵应用于上面的shipPosition时,我确保每个Matrix都应用于shipPosition,然后进入下一个操作。有时您可以在应用之前连接矩阵,但在您的情况下,不是。

这有帮助还是我仍然错过了你的问题?

答案 2 :(得分:0)

在TestMatrix()中:

shipPosition = Vector2.Transform(shipPosition, rotZ);

应该是

shipPosition = Vector2.Transform(shipPosition, comboMatrix);

答案 3 :(得分:0)

概念: - 翻译,旋转,+翻译。是一种使某物旋转或旋转到位的机制。 但是你将它应用到一个点(vector2)。点旋转到位的用处很少。我相信你真正想要的是船精灵旋转到位。这通常通过改变shipRotation变量来完成,该变量是一个浮点数,描述了你想要旋转精灵的角度差(从0开始)。

出于某种原因,你混淆了一个点(shipPosition)的旋转以使船舶对象旋转......

在2d中,尽管矩阵中的数学运算与3d中的运算一样,但spritebatch.Draw()方法使用单个浮点数来描述旋转,并且与Matrix生成的旋转数据不直接相关。 / p>

有趣的是,在2d中使用矩阵来转换点很好,很多人都不明白。在这里,你试图理解它,但真的希望它对一个点以外的对象起作用。所以,不要放弃矩阵。但只需更改Draw调用中的旋转值即可将sprite旋转到位。

现在,如果我错过了解释你的目标,请告诉我,我会尽力帮助你。