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3D-программирование Вопросы, касающиеся программирования 3D мира

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Старый 24.10.2012, 21:08   #1
Кирпи4
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Сообщение Небольшой вопрос

Друзья. Вобщем, понадобилась одна вещь - формулы, по которым работает TFormPoint. Никто случаем не знает?
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Старый 24.10.2012, 21:47   #2
Nerd
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Ответ: Небольшой вопрос

(из исходников minib3d)
	Function TFormPoint(x#,y#,z#,src_ent:TEntity,dest_ent:TEntity)
	
		Global mat:TMatrix=New TMatrix '***global***
	
		If src_ent<>Null

			mat.Overwrite(src_ent.mat)
			mat.Translate(x#,y#,-z#)
			
			x#=mat.grid[3,0]
			y#=mat.grid[3,1]
			z#=-mat.grid[3,2]
		
		EndIf

		If dest_ent<>Null

			mat.LoadIdentity()
		
			Local ent:TEntity=dest_ent
			
			Repeat
	
				mat.Scale(1.0/ent.sx,1.0/ent.sy,1.0/ent.sz)
				mat.RotateRoll(-ent.rz)
				mat.RotatePitch(-ent.rx)
				mat.RotateYaw(-ent.ry)
				mat.Translate(-ent.px,-ent.py,-ent.pz)																																																																																																																																																																																																																																																																																																																																									

				ent=ent.parent
			
			Until ent=Null
		
			mat.Translate(x#,y#,-z#)
			
			x#=mat.grid[3,0]
			y#=mat.grid[3,1]
			z#=-mat.grid[3,2]
			
		EndIf
		
		tformed_x#=x#
		tformed_y#=y#
		tformed_z#=z#
		
	End Function
TMatrix:
Type TMatrix

	Field grid#[4,4]
	
	Method New()
	
		If LOG_NEW
			DebugLog "New TMatrix"
		EndIf

	End Method
	
	Method Delete()
	
		If LOG_DEL
			DebugLog "Del TMatrix"
		EndIf

	End Method
	
	Method LoadIdentity()
	
		grid[0,0]=1.0
		grid[1,0]=0.0
		grid[2,0]=0.0
		grid[3,0]=0.0
		grid[0,1]=0.0
		grid[1,1]=1.0
		grid[2,1]=0.0
		grid[3,1]=0.0
		grid[0,2]=0.0
		grid[1,2]=0.0
		grid[2,2]=1.0
		grid[3,2]=0.0
		
		grid[0,3]=0.0
		grid[1,3]=0.0
		grid[2,3]=0.0
		grid[3,3]=1.0
	
	End Method
	
	' copy - create new copy and returns it
	
	Method Copy:TMatrix()
	
		Local mat:TMatrix=New TMatrix
	
		mat.grid[0,0]=grid[0,0]
		mat.grid[1,0]=grid[1,0]
		mat.grid[2,0]=grid[2,0]
		mat.grid[3,0]=grid[3,0]
		mat.grid[0,1]=grid[0,1]
		mat.grid[1,1]=grid[1,1]
		mat.grid[2,1]=grid[2,1]
		mat.grid[3,1]=grid[3,1]
		mat.grid[0,2]=grid[0,2]
		mat.grid[1,2]=grid[1,2]
		mat.grid[2,2]=grid[2,2]
		mat.grid[3,2]=grid[3,2]
		
		' do not remove
		mat.grid[0,3]=grid[0,3]
		mat.grid[1,3]=grid[1,3]
		mat.grid[2,3]=grid[2,3]
		mat.grid[3,3]=grid[3,3]
		
		Return mat
	
	End Method
	
	' overwrite - overwrites self with matrix passed as parameter
	
	Method Overwrite(mat:TMatrix)
	
		grid[0,0]=mat.grid[0,0]
		grid[1,0]=mat.grid[1,0]
		grid[2,0]=mat.grid[2,0]
		grid[3,0]=mat.grid[3,0]
		grid[0,1]=mat.grid[0,1]
		grid[1,1]=mat.grid[1,1]
		grid[2,1]=mat.grid[2,1]
		grid[3,1]=mat.grid[3,1]
		grid[0,2]=mat.grid[0,2]
		grid[1,2]=mat.grid[1,2]
		grid[2,2]=mat.grid[2,2]
		grid[3,2]=mat.grid[3,2]
		
		grid[0,3]=mat.grid[0,3]
		grid[1,3]=mat.grid[1,3]
		grid[2,3]=mat.grid[2,3]
		grid[3,3]=mat.grid[3,3]
		
	End Method
	
	Method Inverse:TMatrix()

		Local mat:TMatrix=New TMatrix
	
		Local tx#=0
		Local ty#=0
		Local tz#=0
	
	  	' The rotational part of the matrix is simply the transpose of the
	  	' original matrix.
	  	mat.grid[0,0] = grid[0,0]
	  	mat.grid[1,0] = grid[0,1]
	  	mat.grid[2,0] = grid[0,2]
	
		mat.grid[0,1] = grid[1,0]
		mat.grid[1,1] = grid[1,1]
		mat.grid[2,1] = grid[1,2]
	
		mat.grid[0,2] = grid[2,0]
		mat.grid[1,2] = grid[2,1]
		mat.grid[2,2] = grid[2,2]
	
		' The right column vector of the matrix should always be [ 0 0 0 1 ]
		' in most cases. . . you don't need this column at all because it'll 
		' never be used in the program, but since this code is used with GL
		' and it does consider this column, it is here.
		mat.grid[0,3] = 0 
		mat.grid[1,3] = 0
		mat.grid[2,3] = 0
		mat.grid[3,3] = 1
	
		' The translation components of the original matrix.
		tx = grid[3,0]
		ty = grid[3,1]
		tz = grid[3,2]
	
		' Result = -(Tm * Rm) To get the translation part of the inverse
		mat.grid[3,0] = -( (grid[0,0] * tx) + (grid[0,1] * ty) + (grid[0,2] * tz) )
		mat.grid[3,1] = -( (grid[1,0] * tx) + (grid[1,1] * ty) + (grid[1,2] * tz) )
		mat.grid[3,2] = -( (grid[2,0] * tx) + (grid[2,1] * ty) + (grid[2,2] * tz) )
	
		Return mat

	End Method

	Method Multiply(mat:TMatrix)
	
		Local m00# = grid#[0,0]*mat.grid#[0,0] + grid#[1,0]*mat.grid#[0,1] + grid#[2,0]*mat.grid#[0,2] + grid#[3,0]*mat.grid#[0,3]
		Local m01# = grid#[0,1]*mat.grid#[0,0] + grid#[1,1]*mat.grid#[0,1] + grid#[2,1]*mat.grid#[0,2] + grid#[3,1]*mat.grid#[0,3]
		Local m02# = grid#[0,2]*mat.grid#[0,0] + grid#[1,2]*mat.grid#[0,1] + grid#[2,2]*mat.grid#[0,2] + grid#[3,2]*mat.grid#[0,3]
		'Local m03# = grid#[0,3]*mat.grid#[0,0] + grid#[1,3]*mat.grid#[0,1] + grid#[2,3]*mat.grid#[0,2] + grid#[3,3]*mat.grid#[0,3]
		Local m10# = grid#[0,0]*mat.grid#[1,0] + grid#[1,0]*mat.grid#[1,1] + grid#[2,0]*mat.grid#[1,2] + grid#[3,0]*mat.grid#[1,3]
		Local m11# = grid#[0,1]*mat.grid#[1,0] + grid#[1,1]*mat.grid#[1,1] + grid#[2,1]*mat.grid#[1,2] + grid#[3,1]*mat.grid#[1,3]
		Local m12# = grid#[0,2]*mat.grid#[1,0] + grid#[1,2]*mat.grid#[1,1] + grid#[2,2]*mat.grid#[1,2] + grid#[3,2]*mat.grid#[1,3]
		'Local m13# = grid#[0,3]*mat.grid#[1,0] + grid#[1,3]*mat.grid#[1,1] + grid#[2,3]*mat.grid#[1,2] + grid#[3,3]*mat.grid#[1,3]
		Local m20# = grid#[0,0]*mat.grid#[2,0] + grid#[1,0]*mat.grid#[2,1] + grid#[2,0]*mat.grid#[2,2] + grid#[3,0]*mat.grid#[2,3]
		Local m21# = grid#[0,1]*mat.grid#[2,0] + grid#[1,1]*mat.grid#[2,1] + grid#[2,1]*mat.grid#[2,2] + grid#[3,1]*mat.grid#[2,3]
		Local m22# = grid#[0,2]*mat.grid#[2,0] + grid#[1,2]*mat.grid#[2,1] + grid#[2,2]*mat.grid#[2,2] + grid#[3,2]*mat.grid#[2,3]
		'Local m23# = grid#[0,3]*mat.grid#[2,0] + grid#[1,3]*mat.grid#[2,1] + grid#[2,3]*mat.grid#[2,2] + grid#[3,3]*mat.grid#[2,3]
		Local m30# = grid#[0,0]*mat.grid#[3,0] + grid#[1,0]*mat.grid#[3,1] + grid#[2,0]*mat.grid#[3,2] + grid#[3,0]*mat.grid#[3,3]
		Local m31# = grid#[0,1]*mat.grid#[3,0] + grid#[1,1]*mat.grid#[3,1] + grid#[2,1]*mat.grid#[3,2] + grid#[3,1]*mat.grid#[3,3]
		Local m32# = grid#[0,2]*mat.grid#[3,0] + grid#[1,2]*mat.grid#[3,1] + grid#[2,2]*mat.grid#[3,2] + grid#[3,2]*mat.grid#[3,3]
		'Local m33# = grid#[0,3]*mat.grid#[3,0] + grid#[1,3]*mat.grid#[3,1] + grid#[2,3]*mat.grid#[3,2] + grid#[3,3]*mat.grid#[3,3]
	
		grid[0,0]=m00
		grid[0,1]=m01
		grid[0,2]=m02
		'grid[0,3]=m03
		grid[1,0]=m10
		grid[1,1]=m11
		grid[1,2]=m12
		'grid[1,3]=m13
		grid[2,0]=m20
		grid[2,1]=m21
		grid[2,2]=m22
		'grid[2,3]=m23
		grid[3,0]=m30
		grid[3,1]=m31
		grid[3,2]=m32
		'grid[3,3]=m33
		
	End Method

	Method Translate(x#,y#,z#)
	
		grid[3,0] = grid#[0,0]*x# + grid#[1,0]*y# + grid#[2,0]*z# + grid#[3,0]
		grid[3,1] = grid#[0,1]*x# + grid#[1,1]*y# + grid#[2,1]*z# + grid#[3,1]
		grid[3,2] = grid#[0,2]*x# + grid#[1,2]*y# + grid#[2,2]*z# + grid#[3,2]

	End Method
		
	Method Scale(x#,y#,z#)
	
		grid[0,0] = grid#[0,0]*x#
		grid[0,1] = grid#[0,1]*x#
		grid[0,2] = grid#[0,2]*x#

		grid[1,0] = grid#[1,0]*y#
		grid[1,1] = grid#[1,1]*y#
		grid[1,2] = grid#[1,2]*y#

		grid[2,0] = grid#[2,0]*z#
		grid[2,1] = grid#[2,1]*z#
		grid[2,2] = grid#[2,2]*z# 
	
	End Method
	
	Method Rotate(rx#,ry#,rz#)
	
		Local cos_ang#,sin_ang#
	
		' yaw
	
		cos_ang#=Cos(ry#)
		sin_ang#=Sin(ry#)
	
		Local m00# = grid#[0,0]*cos_ang + grid#[2,0]*-sin_ang#
		Local m01# = grid#[0,1]*cos_ang + grid#[2,1]*-sin_ang#
		Local m02# = grid#[0,2]*cos_ang + grid#[2,2]*-sin_ang#

		grid[2,0] = grid#[0,0]*sin_ang# + grid#[2,0]*cos_ang
		grid[2,1] = grid#[0,1]*sin_ang# + grid#[2,1]*cos_ang
		grid[2,2] = grid#[0,2]*sin_ang# + grid#[2,2]*cos_ang

		grid[0,0]=m00#
		grid[0,1]=m01#
		grid[0,2]=m02#
		
		' pitch
		
		cos_ang#=Cos(rx#)
		sin_ang#=Sin(rx#)
	
		Local m10# = grid#[1,0]*cos_ang + grid#[2,0]*sin_ang
		Local m11# = grid#[1,1]*cos_ang + grid#[2,1]*sin_ang
		Local m12# = grid#[1,2]*cos_ang + grid#[2,2]*sin_ang

		grid[2,0] = grid#[1,0]*-sin_ang + grid#[2,0]*cos_ang
		grid[2,1] = grid#[1,1]*-sin_ang + grid#[2,1]*cos_ang
		grid[2,2] = grid#[1,2]*-sin_ang + grid#[2,2]*cos_ang

		grid[1,0]=m10
		grid[1,1]=m11
		grid[1,2]=m12
		
		' roll
		
		cos_ang#=Cos(rz#)
		sin_ang#=Sin(rz#)

		m00# = grid#[0,0]*cos_ang# + grid#[1,0]*sin_ang#
		m01# = grid#[0,1]*cos_ang# + grid#[1,1]*sin_ang#
		m02# = grid#[0,2]*cos_ang# + grid#[1,2]*sin_ang#

		grid[1,0] = grid#[0,0]*-sin_ang# + grid#[1,0]*cos_ang#
		grid[1,1] = grid#[0,1]*-sin_ang# + grid#[1,1]*cos_ang#
		grid[1,2] = grid#[0,2]*-sin_ang# + grid#[1,2]*cos_ang#

		grid[0,0]=m00#
		grid[0,1]=m01#
		grid[0,2]=m02#
	
	End Method
	
	Method RotatePitch(ang#)
	
		Local cos_ang#=Cos(ang#)
		Local sin_ang#=Sin(ang#)
	
		Local m10# = grid#[1,0]*cos_ang + grid#[2,0]*sin_ang
		Local m11# = grid#[1,1]*cos_ang + grid#[2,1]*sin_ang
		Local m12# = grid#[1,2]*cos_ang + grid#[2,2]*sin_ang

		grid[2,0] = grid#[1,0]*-sin_ang + grid#[2,0]*cos_ang
		grid[2,1] = grid#[1,1]*-sin_ang + grid#[2,1]*cos_ang
		grid[2,2] = grid#[1,2]*-sin_ang + grid#[2,2]*cos_ang

		grid[1,0]=m10
		grid[1,1]=m11
		grid[1,2]=m12

	End Method
	
	Method RotateYaw(ang#)
	
		Local cos_ang#=Cos(ang#)
		Local sin_ang#=Sin(ang#)
	
		Local m00# = grid#[0,0]*cos_ang + grid#[2,0]*-sin_ang#
		Local m01# = grid#[0,1]*cos_ang + grid#[2,1]*-sin_ang#
		Local m02# = grid#[0,2]*cos_ang + grid#[2,2]*-sin_ang#

		grid[2,0] = grid#[0,0]*sin_ang# + grid#[2,0]*cos_ang
		grid[2,1] = grid#[0,1]*sin_ang# + grid#[2,1]*cos_ang
		grid[2,2] = grid#[0,2]*sin_ang# + grid#[2,2]*cos_ang

		grid[0,0]=m00#
		grid[0,1]=m01#
		grid[0,2]=m02#

	End Method
	
	Method RotateRoll(ang#)
	
		Local cos_ang#=Cos(ang#)
		Local sin_ang#=Sin(ang#)

		Local m00# = grid#[0,0]*cos_ang# + grid#[1,0]*sin_ang#
		Local m01# = grid#[0,1]*cos_ang# + grid#[1,1]*sin_ang#
		Local m02# = grid#[0,2]*cos_ang# + grid#[1,2]*sin_ang#

		grid[1,0] = grid#[0,0]*-sin_ang# + grid#[1,0]*cos_ang#
		grid[1,1] = grid#[0,1]*-sin_ang# + grid#[1,1]*cos_ang#
		grid[1,2] = grid#[0,2]*-sin_ang# + grid#[1,2]*cos_ang#

		grid[0,0]=m00#
		grid[0,1]=m01#
		grid[0,2]=m02#

	End Method
		
End Type
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Кирпи4 (25.10.2012)
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