准备
IDE:Visual Studio 2015
了解与学习:SharpDx官方GitHub
推荐Demo:SharpDX_D3D12HelloWorld
第一节 世界
世界坐标系是一个特殊的坐标系,它建立了描述其他坐标系所需要的参考框架。
世界坐标系
从另一方面说,不能用更大的、外部的坐标系来描述世界坐标系
关于世界坐标系的典型问题都是关于初始位置和环境的:
- 每个物体的位置和方向
- 摄像机的位置和方向
- 世界中每一点的地形是什么(如山丘、建筑、湖泊等)
- 一个物体从哪里来,到哪里去(NPC的运动策略)
左、右手坐标系
所有的2D坐标系是等价的,但3D坐标系有“手性”之分
左、右手坐标系可以互相转换,最简单的方法是只翻转一个轴的符号
传统的计算机图形学使用左手坐标系,而线性代数则倾向于使用右手坐标系
SharpDx采用左手坐标系,即X轴由右向左,Y轴由下至上,Z轴由里至外
SharpDx的世界有多大
首先,这个世界是有限且离散的
描述三维坐标需要使用SharpDx或System.Numerics命名空间下的Vector3类型
Vector3表示一个三维向量,它的x,y,z分量都是float类型(单精度浮点数),我们知道float范围是-3.40E+38 ~ +3.40E+38
而原子的直径是0.1nm级别,若以它作为基本单位,那么这个世界大约是一个边长6.80E+25公里的方盒(约71877亿光年)
这个世界足够大了吗
目前认为银河系直径是10~12万光年,宇宙可视直径是920亿光年
单精度浮点数可精确到小数点后6位,即当前世界最小分辨率是10-6倍原子大小
那么离散的float类型足以描述现实世界了吗?向您介绍计算机图形学第一准则,留给您思考:
- 计算机图形学第一准则:近似原则如果它看上去是对的它就是对的:)
Imports SharpDXVB.NET-IWorld
''' <summary>
''' 表示一个三维世界
''' </summary>
Public Interface IWorld
''' <summary>
''' 模型顶点变换矩阵的数组
''' </summary>
''' <returns></returns>
Property ModelMatrix As Matrix()
''' <summary>
''' 更新模型顶点变换矩阵
''' </summary>
Sub Update()
End Interface
using System;C#-IWorld
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using SharpDX;
/// <summary>
/// 表示一个三维世界
/// </summary>
public interface IWorld
{
/// <summary>
/// 模型顶点变换矩阵的数组
/// </summary>
/// <returns></returns>
Matrix[] ModelMatrix { get; set; }
/// <summary>
/// 更新模型顶点变换矩阵
/// </summary>
void Update();
}
第二节 物体
在编程中,具有宏观形状、体积或质量的抽象对象。
位置Location
一个三维向量,它表示当前物体在世界坐标系中的绝对位置
比例Scale
一个三维向量,表示当前物体x,y,z轴缩放比例
旋转Rotation
通常物体角位移有欧拉角和四元数两种表示方式
欧拉角:
- 欧拉角有三个分量,偏航角Yaw、俯仰角Pitch、横滚角Roll
- 给定方位的表达方式不唯一
- 两个角度间求插值非常困难
- 万向锁是一个底层问题,至今没有简单的解决方案
四元数:
- 四元数(Quaternion)有四个分量,它是一个超复数
- 四元数能够平滑插值,但它比欧拉角多占用33.3%的存储空间
- 多个四元数表示一系列旋转变换时,将它们相乘(而非直接相加)
- 四元数“减法”,一个变换Q1到另一个变换Q2的差△Q等于Q1的逆乘以Q2(而非直接相减)
- 通过标准化四元数确保它为单位大小,否则它将不合法
Imports SharpDXVB.NET-IRigidBody
''' <summary>
''' 表示一个可包含若干子对象的刚体
''' </summary>
Public Interface IRigidBody
''' <summary>
''' 子物体
''' </summary>
''' <returns></returns>
Property Children As List(Of IRigidBody)
''' <summary>
''' 父物体
''' </summary>
''' <returns></returns>
Property Parent As IRigidBody
''' <summary>
''' 位置
''' </summary>
''' <returns></returns>
Property Location As Vector3
''' <summary>
''' 缩放
''' </summary>
''' <returns></returns>
Property Scale As Vector3
''' <summary>
''' 旋转
''' </summary>
''' <returns></returns>
Property Qua As Quaternion
''' <summary>
''' 可见性
''' </summary>
''' <returns></returns>
Property Visible As Boolean
Sub Update()
End Interface
using System;C#-IRigidBody
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using SharpDX;
/// <summary>
/// 表示一个可包含若干子对象的刚体
/// </summary>
public interface IRigidBody
{
/// <summary>
/// 子物体
/// </summary>
/// <returns></returns>
List<IRigidBody> Children { get; set; }
/// <summary>
/// 父物体
/// </summary>
/// <returns></returns>
IRigidBody Parent { get; set; }
/// <summary>
/// 位置
/// </summary>
/// <returns></returns>
Vector3 Location { get; set; }
/// <summary>
/// 缩放
/// </summary>
/// <returns></returns>
Vector3 Scale { get; set; }
/// <summary>
/// 旋转
/// </summary>
/// <returns></returns>
Quaternion Qua { get; set; }
/// <summary>
/// 可见性
/// </summary>
/// <returns></returns>
bool Visible { get; set; }
void Update();
}
第三节 矩阵与线性变换
线性变换总是把线性子空间变为线性子空间,但是维数可能降低。矩阵的本质就是描述线性变换。
模型与世界空间
物体最开始由物体空间来描述。其中常见的信息包括顶点位置和表面法向量
可将坐标从物体空间转换到世界空间中,此过程称作模型变换
通常,光照计算使用世界空间,其实光照计算只需确保几何体和光线在同一空间
摄像机空间
通过视变换,顶点从世界空间变换到摄像机空间,此空间也称作眼睛空间
裁剪与屏幕空间
裁剪空间又名标准视体空间,它是为透视投影做准备
一旦用视锥完成了几何体裁剪,即可向屏幕空间投影
ModelMatrix=World*View*Projection
World=ScaleMatrix*RotationMatrix*TranslateMatrix:
- 缩放矩阵 ScaleMatrix=Matrix.Scaling(Object.Scale)
- 旋转矩阵 RotationMatrix=Matrix.RotationQuaternion(Object.Quaternion)
- 平移矩阵 TranslateMatrix=Matrix.Translation(Object.Location)
- 默认旋转中心是原点,所以这三者相乘的顺序不能变
View=Matrix.LookAtLH(eye,target,up):
- 眼睛位置 eye=New Vector3(0,0,100),表示当前摄像机位于Z轴100值处
- 视点位置 target=New Vector3(0,0,0),表示当前摄像机看向3D空间的原点
- 向上向量 up=Vector.UnitY,当前摄像机的向上方向
- LH表示左手坐标系,Matrix.LookAtRH是用于右手坐标系
Projection=Matrix.PerspectiveFovLH(fov, aspect, znear, zfar):
- 视椎体水平角 fov=Math.PI/ 3.0F,即水平可视角范围,通常为60度
- 视锥体宽高比 aspect=ScreenWidth/ScreenHeight,通常和屏幕宽高比一致
- 近裁面深度值 znear=1,即最近可视范围,用户可*设置
- 远裁面深度值 zfar=10000,即最远可视范围,用户可*设置
- 实际上这是裁剪变换矩阵,投影到屏幕是由API完成的
Imports SharpDXVB.NET-ICamera
''' <summary>
''' 表示用于视变换的摄像机
''' </summary>
Public Interface ICamera
''' <summary>
''' 获取或设置摄像机位置
''' </summary>
''' <returns></returns>
Property Eye As Vector3
''' <summary>
''' 获取或设置目标视点位置
''' </summary>
''' <returns></returns>
Property Target As Vector3
''' <summary>
''' 获取或设置摄像机向上方向
''' </summary>
''' <returns></returns>
Property Up As Vector3
''' <summary>
''' 获取当前视变换矩阵
''' </summary>
''' <returns></returns>
ReadOnly Property View As Matrix
End Interface
using System;C#-ICamera
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using SharpDX;
/// <summary>
/// 表示用于视变换的摄像机
/// </summary>
public interface ICamera
{
/// <summary>
/// 获取或设置摄像机位置
/// </summary>
/// <returns></returns>
Vector3 Eye { get; set; }
/// <summary>
/// 获取或设置目标视点位置
/// </summary>
/// <returns></returns>
Vector3 Target { get; set; }
/// <summary>
/// 获取或设置摄像机向上方向
/// </summary>
/// <returns></returns>
Vector3 Up { get; set; }
/// <summary>
/// 获取当前视变换矩阵
/// </summary>
/// <returns></returns>
Matrix View { get; }
}
第四节 三角网格
多边形网格用来模拟复杂物体的表面,任意多边形网格都能转成三角网格。
表示网格
多边形和三角网格在图形学和建模中广泛使用,最直接表示方法是用三角形数组
三角网格需要存储三类信息:
- 顶点 每个三角形都有三个顶点,各顶点都有可能和其他三角形共享
- 边 连接两个顶点的边,每个三角形有三条边
- 面 每个三角形对应一个面,我们可以用顶点或者边列表表示面
索引三角网格
在索引三角网格中,我们维护两个列表:顶点表和三角形表
每个顶点包含一个3D位置,也可能有如纹理映射坐标、表面法向量、光照值等复杂数据
每个三角形由顶点列表的三个索引组成
顶点列出的顺序非常重要,它决定面是“正面”还是“反面”
另外,表面法向量、纹理映射保存在三角形一级
索引三角形列表中的邻接信息是隐含的,边信息不会被直接存储
我们可以通过搜索三角形表找出公共边
创建一个立方体
一个立方体有6个矩形面,每个面有4个顶点
一个矩形面由两个三角形组成
可见我们共需要24个顶点,12个三角形
假若不分开描述各面,8个顶点就足够描述一个六面体,但仍需要12个三角形
''' <summary>VB.NET-Vertex
''' 表示一个顶点
''' </summary>
Public Structure Vertex
Public Position As Vector3
Public Color As Vector4
Public Sub New(position As Vector3, color As Vector4)
Me.Position = position
Me.Color = color
End Sub
End Structure
''' <summary>VB.NET-CreateCube
''' 返回一个指定长宽高的正六面体的顶点数组
''' </summary>
Public Shared Function CreateCube(w As Single, h As Single, d As Single) As Vertex()
w = w / 2
h = h / 2
d = d / 2
Dim vertices As Vertex() = New Vertex() {
New Vertex(New Vector3(-w, h, d), New Vector4(0, 1, 0, 1)), New Vertex(New Vector3(w, h, d), New Vector4(0, 1, 0, 1)),
New Vertex(New Vector3(w, h, -d), New Vector4(0, 1, 0, 1)), New Vertex(New Vector3(-w, h, -d), New Vector4(0, 1, 0, 1)),
New Vertex(New Vector3(-w, -h, d), New Vector4(1, 0, 1, 1)), New Vertex(New Vector3(w, -h, d), New Vector4(1, 0, 1, 1)),
New Vertex(New Vector3(w, -h, -d), New Vector4(1, 0, 1, 1)), New Vertex(New Vector3(-w, -h, -d), New Vector4(1, 0, 1, 1)),
New Vertex(New Vector3(-w, -h, d), New Vector4(1, 0, 0, 1)), New Vertex(New Vector3(-w, h, d), New Vector4(1, 0, 0, 1)),
New Vertex(New Vector3(-w, h, -d), New Vector4(1, 0, 0, 1)), New Vertex(New Vector3(-w, -h, -d), New Vector4(1, 0, 0, 1)),
New Vertex(New Vector3(w, -h, d), New Vector4(1, 1, 0, 1)), New Vertex(New Vector3(w, h, d), New Vector4(1, 1, 0, 1)),
New Vertex(New Vector3(w, h, -d), New Vector4(1, 1, 0, 1)), New Vertex(New Vector3(w, -h, -d), New Vector4(1, 1, 0, 1)),
New Vertex(New Vector3(-w, h, d), New Vector4(0, 1, 1, 1)), New Vertex(New Vector3(w, h, d), New Vector4(0, 1, 1, 1)),
New Vertex(New Vector3(w, -h, d), New Vector4(0, 1, 1, 1)), New Vertex(New Vector3(-w, -h, d), New Vector4(0, 1, 1, 1)),
New Vertex(New Vector3(-w, h, -d), New Vector4(0, 0, 1, 1)), New Vertex(New Vector3(w, h, -d), New Vector4(0, 0, 1, 1)),
New Vertex(New Vector3(w, -h, -d), New Vector4(0, 0, 1, 1)), New Vertex(New Vector3(-w, -h, -d), New Vector4(0, 0, 1, 1))}
Return vertices
End Function
using SharpDx;C#-Vertex
/// <summary>
/// 表示一个存储3D位置与颜色信息的顶点
/// </summary>
public struct Vertex
{
public Vector3 Position;
public Vector4 Color;
public Vertex(Vector3 position, Vector4 color)
{
this.Position = position;
this.Color = color;
}
}
/// <summary>C#-CreateCube
/// 返回一个指定长宽高的正六面体的顶点数组
/// </summary>
public static Vertex[] CreateCube(float w, float h, float d)
{
w = w / 2;
h = h / 2;
d = d / 2;
Vertex[] vertices = new Vertex[] {
new Vertex(new Vector3(-w, h, d), new Vector4(0, 1, 0, 1)),
new Vertex(new Vector3(w, h, d), new Vector4(0, 1, 0, 1)),
new Vertex(new Vector3(w, h, -d), new Vector4(0, 1, 0, 1)),
new Vertex(new Vector3(-w, h, -d), new Vector4(0, 1, 0, 1)),
new Vertex(new Vector3(-w, -h, d), new Vector4(1, 0, 1, 1)),
new Vertex(new Vector3(w, -h, d), new Vector4(1, 0, 1, 1)),
new Vertex(new Vector3(w, -h, -d), new Vector4(1, 0, 1, 1)),
new Vertex(new Vector3(-w, -h, -d), new Vector4(1, 0, 1, 1)),
new Vertex(new Vector3(-w, -h, d), new Vector4(1, 0, 0, 1)),
new Vertex(new Vector3(-w, h, d), new Vector4(1, 0, 0, 1)),
new Vertex(new Vector3(-w, h, -d), new Vector4(1, 0, 0, 1)),
new Vertex(new Vector3(-w, -h, -d), new Vector4(1, 0, 0, 1)),
new Vertex(new Vector3(w, -h, d), new Vector4(1, 1, 0, 1)),
new Vertex(new Vector3(w, h, d), new Vector4(1, 1, 0, 1)),
new Vertex(new Vector3(w, h, -d), new Vector4(1, 1, 0, 1)),
new Vertex(new Vector3(w, -h, -d), new Vector4(1, 1, 0, 1)),
new Vertex(new Vector3(-w, h, d), new Vector4(0, 1, 1, 1)),
new Vertex(new Vector3(w, h, d), new Vector4(0, 1, 1, 1)),
new Vertex(new Vector3(w, -h, d), new Vector4(0, 1, 1, 1)),
new Vertex(new Vector3(-w, -h, d), new Vector4(0, 1, 1, 1)),
new Vertex(new Vector3(-w, h, -d), new Vector4(0, 0, 1, 1)),
new Vertex(new Vector3(w, h, -d), new Vector4(0, 0, 1, 1)),
new Vertex(new Vector3(w, -h, -d), new Vector4(0, 0, 1, 1)),
new Vertex(new Vector3(-w, -h, -d), new Vector4(0, 0, 1, 1))
};
return vertices;
}
第五节 方块人物
可直接用一个骨骼模型描述生物外形,至少MineCraft是这样的。
骨骼关系
一个骨骼节点有若干子骨骼,但只能有一个父骨骼
易见,我们可以用一个树形结构来描述骨骼系统
父子骨骼间存在一种“联动”关系,比如我们移动右手手臂,右手也会跟随移动
为体现这种“联动”,在编程中需要将作用于某个骨骼的的变换也同等作用于它的子骨骼
人体骨骼方块
上部(10块):头部、颈部、左右肩、左右上臂,左右下臂,左右手
中部(2 块):胸部、腰部
下部(8 块):左右骻、左右大腿,左右小腿和左右脚
通常,腰部是根节点的较好选择
Imports SharpDXVB.NET-Bone
''' <summary>
''' 表示骨骼结点
''' </summary>
Public Class Bone
Inherits RigidBodyBase
Public Overrides Property Qua As Quaternion
Set(value As Quaternion)
If IsNewQua Then
IsNewQua = False
sQua = value
sQua.Invert()
sQua.Normalize()
End If
mQua = value
End Set
Get
Return Quaternion.Normalize(sQua * mQua)
End Get
End Property
''' <summary>
''' 绝对坐标
''' </summary>
Public AbsoluteLoc As Vector3
''' <summary>
''' 相对坐标
''' </summary>
Public RelativeLoc As Vector3
''' <summary>
''' 父骨骼
''' </summary>
Public ParentBone As Bone
''' <summary>
''' 骨骼相对旋转
''' </summary>
Public BoneQua As New Quaternion(0, 0, 0, 1)
''' <summary>
''' 子骨骼
''' </summary>
Public ChildrenBone As New List(Of Bone)
''' <summary>
''' 索引
''' </summary>
Public Index As Integer
Private mQua As New Quaternion(0, 0, 0, 1)
Private sQua As New Quaternion(0, 0, 0, 1)
Private IsNewQua As Boolean = True
Public Sub New(loc As Vector3, scale As Vector3)
Me.RelativeLoc = loc * 10
Me.Scale = scale
End Sub
End Class
Imports SharpDXVB.NET-BoneInf
''' <summary>
''' 表示一个用于描述骨骼信息的对象
''' </summary>
Public Class BoneInf
Public Loc As Vector3
Public Scale As Vector3
Public ParentIndex As Integer
Public ChildIndexArr() As Integer
Public Sub New(l As Vector3, s As Vector3, p As Integer, c As Integer())
Loc = New Vector3(l.Z, l.Y, l.X)
Scale = New Vector3(s.Z, s.Y, s.X)
ParentIndex = p
ChildIndexArr = c
End Sub
End Class
Imports SharpDXVB.NET-Human
''' <summary>
''' 表示一个人类模型
''' </summary>
Public Class Human
Inherits RigidBodyBase
Public RootBone As Bone
Dim BoneInfArr() As BoneInf = {
New BoneInf(New Vector3(0, 0, 0), New Vector3(1, 1, 1), 0, New Integer() {1, 12, 16}),'腰部0
New BoneInf(New Vector3(0, 5, 0), New Vector3(2.5, 5, 1), 0, New Integer() {2, 4, 8}),'胸部1
New BoneInf(New Vector3(0, 1, 0), New Vector3(0.7, 1, 1), 1, New Integer() {3}),'颈部2
New BoneInf(New Vector3(0, 1.5, 0), New Vector3(1.3, 1.5, 1), 2, New Integer() {}),'头部3
New BoneInf(New Vector3(-2, 0, 0), New Vector3(2, 1, 1), 1, New Integer() {5}),'左肩4
New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 4, New Integer() {6}),'左上臂5
New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 5, New Integer() {7}),'左小臂6
New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 6, New Integer() {}),'左手7
New BoneInf(New Vector3(2, 0, 0), New Vector3(2, 1, 1), 1, New Integer() {9}),'右肩8
New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 8, New Integer() {10}),'右上臂9
New BoneInf(New Vector3(0, -2.5, 0), New Vector3(1, 2.5, 1), 9, New Integer() {11}),'右小臂10
New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 10, New Integer() {}),'右手11
New BoneInf(New Vector3(-0.8, 0, 0), New Vector3(0.8, 1, 1), 0, New Integer() {13}),'左骻12
New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 12, New Integer() {14}),'左大腿13
New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 13, New Integer() {15}),'左小腿14
New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 14, New Integer() {}),'左脚15
New BoneInf(New Vector3(0.8, 0, 0), New Vector3(0.8, 1, 1), 0, New Integer() {17}),'右骻16
New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 16, New Integer() {18}),'右大腿17
New BoneInf(New Vector3(0, -4, 0), New Vector3(1, 4, 1), 17, New Integer() {19}),'右小腿18
New BoneInf(New Vector3(0, -1, 0), New Vector3(1, 1, 1), 18, New Integer() {})'右脚19
}
Public Sub New()
CreateBody()
CalcBone(RootBone)
End Sub
''' <summary>
''' 更新指定索引的骨骼
''' </summary>
''' <param name="qua">旋转</param>
''' <param name="index">骨骼索引</param>
Public Sub UpdateBone(qua As Quaternion, index As Integer)
qua.Normalize()
DirectCast(Children(index), Bone).Qua = qua
CalcBone(DirectCast(Children(index), Bone).ParentBone)
End Sub
''' <summary>
''' 更新所有子骨骼
''' </summary>
''' <param name="parent"></param>
Private Sub CalcBone(parent As Bone)
For Each SubBone As Bone In parent.ChildrenBone
SubBone.BoneQua = Quaternion.Normalize(Me.Qua * SubBone.Qua)
Dim tempLoc = (Matrix.Translation(SubBone.RelativeLoc) * Matrix.RotationQuaternion(SubBone.BoneQua)).TranslationVector
SubBone.AbsoluteLoc = parent.AbsoluteLoc + tempLoc
SubBone.Location = parent.AbsoluteLoc + tempLoc / 2
CalcBone(SubBone)
Next
End Sub
''' <summary>
''' 创建人物身体的所有骨骼
''' </summary>
Private Sub CreateBody()
For i = 0 To BoneInfArr.Count - 1
Children.Add(New Bone(BoneInfArr(i).Loc, BoneInfArr(i).Scale))
DirectCast(Children(i), Bone).Index = i
Next
For i = 0 To BoneInfArr.Count - 1
DirectCast(Children(i), Bone).ParentBone = Children(BoneInfArr(i).ParentIndex)
For Each SubIndex In BoneInfArr(i).ChildIndexArr
DirectCast(Children(i), Bone).ChildrenBone.Add(Children(SubIndex))
Next
Next
RootBone = DirectCast(Children(0), Bone)
RootBone.Parent = RootBone
End Sub
End Class
using System;C#-Bone
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using SharpDX;
/// <summary>
/// 表示骨骼结点
/// </summary>
public class Bone : RigidBodyBase
{
public override Quaternion Qua {
get { return Quaternion.Normalize(sQua * mQua); }
set {
if (IsNewQua) {
IsNewQua = false;
sQua = value;
sQua.Invert();
sQua.Normalize();
}
mQua = value;
}
}
/// <summary>
/// 绝对坐标
/// </summary>
public Vector3 AbsoluteLoc;
/// <summary>
/// 相对坐标
/// </summary>
public Vector3 RelativeLoc;
/// <summary>
/// 父骨骼
/// </summary>
public Bone ParentBone;
/// <summary>
/// 骨骼相对旋转
/// </summary>
public Quaternion BoneQua = new Quaternion(0, 0, 0, 1);
/// <summary>
/// 子骨骼
/// </summary>
public List<Bone> ChildrenBone = new List<Bone>();
/// <summary>
/// 索引
/// </summary>
public int Index;
private Quaternion mQua = new Quaternion(0, 0, 0, 1);
private Quaternion sQua = new Quaternion(0, 0, 0, 1);
private bool IsNewQua = true;
public Bone(Vector3 loc, Vector3 scale)
{
this.RelativeLoc = loc * 10;
this.Scale = scale;
}
}
using System;C#-BoneInf
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using SharpDX;
/// <summary>
/// 表示一个用于描述骨骼信息的对象
/// </summary>
public class BoneInf
{
public Vector3 Loc;
public Vector3 Scale;
public int ParentIndex;
public int[] ChildIndexArr;
public BoneInf(Vector3 l, Vector3 s, int p, int[] c)
{
Loc = new Vector3(l.Z, l.Y, l.X);
Scale = new Vector3(s.Z, s.Y, s.X);
ParentIndex = p;
ChildIndexArr = c;
}
}
using System;C#-Human
using System.Collections;
using System.Collections.Generic;
using System.Data;
using System.Diagnostics;
using SharpDX;
/// <summary>
/// 表示一个人类模型
/// </summary>
public class Human : RigidBodyBase
{
public Bone RootBone;
BoneInf[] BoneInfArr = {
new BoneInf(new Vector3(0, 0, 0), new Vector3(1, 1, 1), 0, new int[] {
1,
12,
16
}),
//腰部0
new BoneInf(new Vector3(0, 5, 0), new Vector3(2.5, 5, 1), 0, new int[] {
2,
4,
8
}),
//胸部1
new BoneInf(new Vector3(0, 1, 0), new Vector3(0.7, 1, 1), 1, new int[] { 3 }),
//颈部2
new BoneInf(new Vector3(0, 1.5, 0), new Vector3(1.3, 1.5, 1), 2, new int[]),
//头部3
new BoneInf(new Vector3(-2, 0, 0), new Vector3(2, 1, 1), 1, new int[] { 5 }),
//左肩4
new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 4, new int[] { 6 }),
//左上臂5
new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 5, new int[] { 7 }),
//左小臂6
new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 6, new int[]),
//左手7
new BoneInf(new Vector3(2, 0, 0), new Vector3(2, 1, 1), 1, new int[] { 9 }),
//右肩8
new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 8, new int[] { 10 }),
//右上臂9
new BoneInf(new Vector3(0, -2.5, 0), new Vector3(1, 2.5, 1), 9, new int[] { 11 }),
//右小臂10
new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 10, new int[]),
//右手11
new BoneInf(new Vector3(-0.8, 0, 0), new Vector3(0.8, 1, 1), 0, new int[] { 13 }),
//左骻12
new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 12, new int[] { 14 }),
//左大腿13
new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 13, new int[] { 15 }),
//左小腿14
new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 14, new int[]),
//左脚15
new BoneInf(new Vector3(0.8, 0, 0), new Vector3(0.8, 1, 1), 0, new int[] { 17 }),
//右骻16
new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 16, new int[] { 18 }),
//右大腿17
new BoneInf(new Vector3(0, -4, 0), new Vector3(1, 4, 1), 17, new int[] { 19 }),
//右小腿18
new BoneInf(new Vector3(0, -1, 0), new Vector3(1, 1, 1), 18, new int[])
//右脚19
};
public Human()
{
CreateBody();
CalcBone(RootBone);
}
/// <summary>
/// 更新指定索引的骨骼
/// </summary>
/// <param name="qua">旋转</param>
/// <param name="index">骨骼索引</param>
public void UpdateBone(Quaternion qua, int index)
{
qua.Normalize();
((Bone)Children(index)).Qua = qua;
CalcBone(((Bone)Children(index)).ParentBone);
}
/// <summary>
/// 更新所有子骨骼
/// </summary>
/// <param name="parent"></param>
private void CalcBone(Bone parent)
{
foreach (Bone SubBone in parent.ChildrenBone) {
SubBone.BoneQua = Quaternion.Normalize(this.Qua * SubBone.Qua);
dynamic tempLoc = (Matrix.Translation(SubBone.RelativeLoc) * Matrix.RotationQuaternion(SubBone.BoneQua)).TranslationVector;
SubBone.AbsoluteLoc = parent.AbsoluteLoc + tempLoc;
SubBone.Location = parent.AbsoluteLoc + tempLoc / 2;
CalcBone(SubBone);
}
}
/// <summary>
/// 创建人物身体的所有骨骼
/// </summary>
private void CreateBody()
{
for (i = 0; i <= BoneInfArr.Count - 1; i++) {
Children.Add(new Bone(BoneInfArr[i].Loc, BoneInfArr[i].Scale));
((Bone)Children(i)).Index = i;
}
for (i = 0; i <= BoneInfArr.Count - 1; i++) {
((Bone)Children(i)).ParentBone = Children(BoneInfArr[i].ParentIndex);
foreach (object SubIndex_loopVariable in BoneInfArr[i].ChildIndexArr) {
SubIndex = SubIndex_loopVariable;
((Bone)Children(i)).ChildrenBone.Add(Children(SubIndex));
}
}
RootBone = (Bone)Children(0);
RootBone.Parent = RootBone;
}
}
附录
这是开始你的3D编程的第一步
需要注意哪些问题?
3D编程中,形式转换经常是错误的根源,尤其要注意坐标系的手性
在限制欧拉角中,俯仰角Pitch的范围是±90º,偏航角Yaw的范围是±180º
(额外说明一点,UWP的CompositeTransform3D使用的就是限制欧拉角)
为什么选择SharpDx?
SharpDx库与UWP兼容,其他如SharpGL不兼容
如果你是C#开发者,Unity3D会是更好的选择
Direct3D是底层的3D图形库,通过接触它你可以学习到很多底层图形编程知识
了解底层知识会使你在接触并使用Unity3D等引擎时更加得心应手
其它
参考书籍:《3D数学基础:图形与游戏开发》[美]Fletcher Dunnlan Parberry著 清华大学出版社(史银雪、陈洪和王荣静译)