作業目標是把三角形投影到屏幕上,並繞z軸旋轉(進階:繞任意軸旋轉)。
get_model_matrix
// TODO: Implement this function
// Create the model matrix for rotating the triangle around the Z axis.
// Then return it.
/**
* @brief 控制model旋轉的矩陣
* @note
* @param rotation_angle: 繞z軸旋轉角度
* @retval model矩陣
*/
Eigen::Matrix4f get_model_matrix(float rotation_angle)
{
Eigen::Matrix4f model = Eigen::Matrix4f::Identity();
float theta=rotation_angle/180*MY_PI;//弧度制轉角度制
model<<
cos(theta),-sin(theta),0.0,0.0,
sin(theta),cos(theta),0.0,0.0,
0.0,0.0,1.0,0.0,
0.0,0.0,0.0,1.0;
return model;
}
/**
* @brief 繞旋轉軸dir旋轉rotation_angle度,dir過圓心
* @note 直接套羅戈裏德斯公式
* @param dir: 過圓心的旋轉軸
* @param rotation_angle: 旋轉角度
* @retval
*
*/
Eigen::Matrix4f get_model_matrix(Eigen::Vector3f dir,float rotation_angle)
{
Eigen::Matrix4f model = Eigen::Matrix4f::Identity();
float theta=rotation_angle/180*MY_PI;
float nx=dir(0);
float ny=dir(1);
float nz=dir(2);
Eigen::Matrix3f N = Eigen::Matrix3f::Identity();
N<<
0.0,-nz,ny,
nz,0.0,-nx,
-ny,nx,0.0;
Eigen::Matrix3f matrix = Eigen::Matrix3f::Identity();
matrix = cos(theta) * Eigen::Matrix3f::Identity() + (1-cos(theta)) * dir * dir.transpose() + sin(theta) * N;
// 轉爲齊次座標
model <<
matrix(0,0), matrix(0,1), matrix(0,2), 0,
matrix(1,0), matrix(1,1), matrix(1,2), 0,
matrix(2,0), matrix(2,1), matrix(2,2), 0,
0,0,0,1;
return model;
}
get_projection_matrix
推導透視投影轉爲正方體過程中得用到齊次座標才能解出來(也就是必須按照閆佬講的那個過程),直接解的話解不出來。
// TODO: Implement this function
// Create the projection matrix for the given parameters.
// Then return it.
/**
* @brief 將透視投影轉爲[-1,1]xyz範圍內的正方體(正交投影)
* @note
* @param eye_fov: 相機的fov
* @param aspect_ratio: 寬度和高度比
* @param zNear: 距離相機的Near平面距離
* @param zFar: 距離相機的Far平面距離
* @retval 透視投影投影矩陣轉爲正方體(正交投影)的矩陣
*/
Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio,
float zNear, float zFar)
{
Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
// 視錐變爲長方體: near平面的座標不變,far平面的z座標不變,(x0,y0,z0)->(n/f*x0,n/f*y0,z0)
Eigen::Matrix4f matrix1 = Eigen::Matrix4f::Identity();
matrix1<<
zNear,0.0,0.0,0.0,
0.0,zNear,0.0,0.0,
0.0,0.0,zFar+zNear,-zNear*zFar,
0.0,0.0,1.0,0.0;
// 變爲xyz[-1,1]範圍內的正方體
// 先把長方體移動到原點
Eigen::Matrix4f matrix2= Eigen::Matrix4f::Identity();
matrix2<<
1.0,0.0,0.0,0.0,
0.0,1.0,0.0,0.0,
0.0,0.0,1.0,(zNear+zFar)/2,
0.0,0.0,0.0,1.0;
// 縮放
float theta=eye_fov/180*MY_PI;// fov的角度
float h=2*tan(theta/2)*zNear;
float w=h*aspect_ratio;
Eigen::Matrix4f matrix3= Eigen::Matrix4f::Identity();
matrix3<<
2/h,0.0,0.0,0.0,
0.0,2/w,0.0,0.0,
0.0,0.0,2/(zFar-zNear),0.0,
0.0,0.0,0.0,1.0;
projection=matrix3*matrix2*matrix1;
return projection;
}
倒三角形問題
一開始運行的時候,會得到一個倒三角(自己畫一下會發現應該是正的):
倒三角形問題我認爲是相機向上的定義沒寫清楚,應該在get_view_matrix中確定相機向上的向量
Eigen::Matrix4f get_view_matrix(Eigen::Vector3f eye_pos)
{
Eigen::Matrix4f view = Eigen::Matrix4f::Identity();
view(1,1)=-1.0;// 這裏確定相機向上的那個向量 不然投影出來的三角形是反的
Eigen::Matrix4f translate;
translate << 1, 0, 0, -eye_pos[0], 0, 1, 0, -eye_pos[1], 0, 0, 1,
-eye_pos[2], 0, 0, 0, 1;
view = translate * view;
return view;
}
運行結果: