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3D数学 矩阵和线性变换之缩放

2015-07-20 20:00 302 查看

矩阵和线性变换之缩放

1. 具有缩放效果的矩阵是怎样的?

我们这里只做沿着x、y、z轴方向的缩放,至于沿着任意方向的缩放比较复杂而且也很少用,所以暂时不介绍。如下图所示,原理非常简单,x、y、z乘上对应的缩放系数kx,ky,kz就得到了缩放后的结果。




2. 缩放矩阵编程示例

void Matrix3X3::setScale(Vector3& vec)
{
    m11 = vec.x;    m12 = 0;        m13 = 0;
    m21 = 0;        m22 = vec.y;    m23 = 0;
    m31 = 0;        m32 = 0;        m33 = vec.z;
}


3. 缩放矩阵编程完整示例代码

//Vector3.h

#pragma once

class Vector3{
public:
    Vector3();
    Vector3(float X,float Y,float Z);

    //变为零向量
    void Zero();
    //求负向量
    Vector3 operator-() const;
    //求向量大小(长度或模)
    float Length() const;
    //标准化该向量
    void Normal();
    //向量的加法
    Vector3 operator+(Vector3 &rhs) const;
    Vector3& operator+=(Vector3 &rhs);
    //向量的减法
    Vector3 operator-(Vector3 &rhs) const;
    Vector3& operator-=(Vector3 &rhs);
    //向量乘标量
    Vector3 operator*(float scalar);
    //向量乘等于标量
    Vector3& operator*=(float scalar);
    //向量除以等于标量
    Vector3& operator/=(float scalar);
    //向量除以标量
    Vector3 operator/(float scalar);
    //距离公式
    float Distance(Vector3 &vec) const;
    //向量点乘
    float operator*(Vector3 &rhs) const;
    //向量叉积
    Vector3 CrossProduct(Vector3& vec) const;

public:
    float x,y,z;

};

//标量乘向量
Vector3 operator*(float scalar, Vector3& vec);


//Vector3.cpp

#include "Vector3.h"
#include <cmath>

Vector3::Vector3():x(0.0),y(0.0),z(0.0)
{

}

Vector3::Vector3(float X,float Y,float Z):x(X),y(Y),z(Z)
{

}

void Vector3::Zero()
{
    x = y = z = 0;
}

Vector3 Vector3::operator-() const
{
    return Vector3(-x,-y,-z);
}

float Vector3::Length() const
{
    return sqrt(x*x+y*y+z*z);
}

Vector3 Vector3::operator*(float scalar)
{
    return Vector3(this->x * scalar, this->y * scalar, this->z * scalar);
}

Vector3& Vector3::operator*=(float scalar)
{
    return *this = *this * scalar;
}

Vector3& Vector3::operator/=(float scalar)
{
    return *this = *this / scalar;
}

Vector3 operator*(float scalar, Vector3& vec)
{
    return vec*scalar;
}

Vector3 Vector3::operator/(float scalar)
{
    float temp = 1/ scalar;
    return *this * temp;
}

void Vector3::Normal()
{
    //计算机计算乘法的速度比除法快
    float temp = 1 / Length();
    x *= temp;
    y *= temp;
    z *= temp;
}

Vector3 Vector3::operator+(Vector3& rhs) const
{
    return Vector3(x+rhs.x,y+rhs.y,z+rhs.z);
}

Vector3& Vector3::operator+=(Vector3& rhs)
{
    *this = *this + rhs;
    return *this;
}

Vector3 Vector3::operator-(Vector3& rhs) const
{
    return Vector3(x-rhs.x,y-rhs.y,z-rhs.z);
}

Vector3& Vector3::operator-=(Vector3& rhs)
{
    *this = *this - rhs;
    return *this;
}

float Vector3::Distance(Vector3& vec) const
{
    return (*this - vec).Length();
}

float Vector3::operator*(Vector3& rhs) const
{
    return this->x * rhs.x + this->y * rhs.y + this->z * rhs.z;
}

Vector3 Vector3::CrossProduct(Vector3& vec) const
{
    return Vector3(this->y * vec.z - this->z * vec.y,
        this->z * vec.x - this->x * vec.z,
        this->x * vec.y - this->y * vec.x);
}


//MathUtil.h

#pragma once

#include <math.h>

enum E_Axis{Axis_x,Axis_y,Axis_z};
const float Pi = 3.14159;


//Matrix3X3.h

#pragma once
#include "MathUtil.h"
#include "Vector3.h"

class Matrix3X3
{
public:
    //矩阵相乘
    Matrix3X3 operator*(Matrix3X3& rhs);
    //矩阵乘等矩阵
    Matrix3X3& operator*=(Matrix3X3& rhs);
    void setRotate(E_Axis axis,float theta);
    void setScale(Vector3 &vec);
public:
    float m11,m12,m13;
    float m21,m22,m23;
    float m31,m32,m33;
};

//向量乘以矩阵
Vector3 operator*(Vector3& vec,Matrix3X3& mat);
//向量乘等矩阵
Vector3& operator*=(Vector3& vec,Matrix3X3& mat);


//Matrix3X3.cpp

#include "Matrix3X3.h"
#include <assert.h>

Matrix3X3 Matrix3X3::operator*(Matrix3X3& rhs)
{
Matrix3X3 tempMat;
tempMat.m11 = this->m11 * rhs.m11 + this->m12 * rhs.m21 + this->m13 * rhs.m31;
tempMat.m12 = this->m11 * rhs.m12 + this->m12 * rhs.m22 + this->m13 * rhs.m32;
tempMat.m13 = this->m11 * rhs.m13 + this->m12 * rhs.m23 + this->m13 * rhs.m33;

tempMat.m21 = this->m21 * rhs.m11 + this->m22 * rhs.m21 + this->m23 * rhs.m31;
tempMat.m22 = this->m21 * rhs.m12 + this->m22 * rhs.m22 + this->m23 * rhs.m32;
tempMat.m23 = this->m21 * rhs.m13 + this->m22 * rhs.m23 + this->m23 * rhs.m33;

tempMat.m31 = this->m31 * rhs.m11 + this->m32 * rhs.m21 + this->m33 * rhs.m31;
tempMat.m32 = this->m31 * rhs.m12 + this->m32 * rhs.m22 + this->m33 * rhs.m32;
tempMat.m33 = this->m31 * rhs.m13 + this->m32 * rhs.m23 + this->m33 * rhs.m33;

return tempMat;
}

Matrix3X3& Matrix3X3::operator*=(Matrix3X3& rhs)
{
*this = *this * rhs;
return *this;
}

Vector3 operator*(Vector3& vec,Matrix3X3& mat)
{
Vector3 tempVec;
tempVec.x = vec.x * mat.m11 + vec.y * mat.m21 + vec.z * mat.m31;
tempVec.y = vec.x * mat.m12 + vec.y * mat.m22 + vec.z * mat.m32;
tempVec.z = vec.x * mat.m13 + vec.y * mat.m23 + vec.z * mat.m33;
return tempVec;
}

Vector3& operator*=(Vector3& vec,Matrix3X3& mat)
{
vec = vec * mat;
return vec;
}

void Matrix3X3::setRotate(E_Axis axis,float theta)
{
float sinValue,cosValue;
sinValue = sin(theta);
cosValue = cos(theta);

switch(axis)
{
case Axis_x:
{
m11 = 1; m12 = 0; m13 = 0;
m21 = 0; m22 = cosValue; m23 = sinValue;
m31 = 0; m32 = -sinValue; m33 = cosValue;
break;
}
case Axis_y:
{
m11 = cosValue; m12 = 0; m13 = -sinValue;
m21 = 0; m22 = 1; m23 = 0;
m31 = sinValue; m32 = 0; m33 = cosValue;
break;
}
case Axis_z:
{
m11 = cosValue; m12 = sinValue; m13 = 0;
m21 = -sinValue; m22 = cosValue; m23 = 0;
m31 = 0; m32 = 0; m33 = 1;
break;
}
default:
assert(false);
}

}

void Matrix3X3::setScale(Vector3& vec) { m11 = vec.x; m12 = 0; m13 = 0; m21 = 0; m22 = vec.y; m23 = 0; m31 = 0; m32 = 0; m33 = vec.z; }


//main.cpp

#include <iostream>
#include "Vector3.h"
#include "Matrix3X3.h"

using namespace std;

float ToZero(float num)
{
    return (abs(num) < 0.0001 ? 0 : num);
}

void print_v(Vector3 v)
{
    cout << "[ " << ToZero(v.x) << ", " 
        << ToZero(v.y) << ", " 
        << ToZero(v.z) << " ]" << endl;
    cout << endl;
}

void print_m(Matrix3X3 m)
{
    cout << m.m11 << "\t" << m.m12 << "\t" << m.m13 << endl;
    cout << m.m21 << "\t" << m.m22 << "\t" << m.m23 << endl;
    cout << m.m31 << "\t" << m.m32 << "\t" << m.m33 << endl;
    cout << endl;
}

int main()
{
    Vector3 a(10,20,30),b,s(1,2,3);
    Matrix3X3 M;
    M.setScale(s);

    print_v(a);
    b = a * M;
    print_v(b);

    system("pause");
    return 0;
}


4. 代码运行结果

[ 10, 20, 30 ]


[ 10, 40, 90 ]
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