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DirectX向量与矩阵

时间:2015-04-22 13:29:20      阅读:259      评论:0      收藏:0      [点我收藏+]

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配置vs2013项目属性的VC++目录:

比如DirectX SDK安装目录是D:\Program Files (x86)\Microsoft DirectX SDK (June 2010)

则包含目录和库目录配置如下:

/* Include */
$(VC_IncludePath);$(WindowsSDK_IncludePath);D:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Include
/* Lib */
$(VC_LibraryPath_x86);$(WindowsSDK_LibraryPath_x86);D:\Program Files %28x86%29\Microsoft DirectX SDK %28June 2010%29\Lib\x86;$(LibraryPath)

使用Lib可以在 项目属性-链接器-输入-附加依赖项 中添加或者在程序中使用预处理指令#pragma comment( comment-type ,["commentstring"] )。

 

  1 #include <d3dx10.h>
  2 #include <iostream>
  3 using namespace std;
  4 
  5 #pragma comment(lib, "d3dx10.lib")
  6 
  7 ostream& operator<<(ostream& os, D3DXVECTOR4& v)
  8 {
  9     os << "(" << v.x << ", " << v.y << ", " << v.z << ", " << v.w << ")";
 10     return os;
 11 }
 12 ostream& operator<<(ostream& os, D3DXMATRIX& m)
 13 {
 14     for (int i = 0; i < 4; ++i)
 15     {
 16         for (int j = 0; j < 4; ++j)
 17             os << m(i, j) << "  ";
 18         os << endl;
 19     }
 20     return os;
 21 }
 22 ostream& operator<<(ostream& os, D3DXVECTOR3& v)
 23 {
 24     os << "(" << v.x << ", " << v.y << ", " << v.z << ")";
 25     return os;
 26 }
 27 
 28 int main()
 29 {
 30     // Using constructor, D3DXVECTOR3(FLOAT x, FLOAT y, FLOAT z);
 31     D3DXVECTOR3 u(1.0f, 2.0f, 3.0f);
 32 
 33     // Using constructor, D3DXVECTOR3(CONST FLOAT *);
 34     float x[3] = { -2.0f, 1.0f, -3.0f };
 35     D3DXVECTOR3 v(x);
 36 
 37     // Using constructor, D3DXVECTOR3() {};
 38     D3DXVECTOR3 a, b, c, d, e;
 39 
 40     // Vector addition: D3DXVECTOR3 operator + 
 41     a = u + v;
 42 
 43     // Vector subtraction: D3DXVECTOR3 operator - 
 44     b = u - v;
 45 
 46     // Scalar multiplication: D3DXVECTOR3 operator * 
 47     c = u * 10;
 48 
 49     // ||u||
 50     float L = D3DXVec3Length(&u);
 51 
 52     // d = u / ||u||
 53     D3DXVec3Normalize(&d, &u);
 54 
 55     // s = u dot v
 56     float s = D3DXVec3Dot(&u, &v);
 57 
 58     // e = u x v
 59     D3DXVec3Cross(&e, &u, &v);
 60 
 61     cout << "u             = " << u << endl;
 62     cout << "v             = " << v << endl;
 63     cout << "a = u + v     = " << a << endl;
 64     cout << "b = u - v     = " << b << endl;
 65     cout << "c = u * 10    = " << c << endl;
 66     cout << "d = u / ||u|| = " << d << endl;
 67     cout << "e = u x v     = " << e << endl;
 68     cout << "L = ||u||     = " << L << endl;
 69     cout << "s = u.v       = " << s << endl;
 70     cout << endl;
 71 
 72 
 73 
 74     D3DXMATRIX A(1.0f, 0.0f, 0.0f, 0.0f,
 75                 0.0f, 2.0f, 0.0f, 0.0f,
 76                 0.0f, 0.0f, 4.0f, 0.0f,
 77                 1.0f, 2.0f, 3.0f, 1.0f);
 78 
 79     D3DXMATRIX B;
 80     D3DXMatrixIdentity(&B);
 81 
 82     // matrix-matrix multiplication
 83     D3DXMATRIX C = A*B;
 84 
 85     D3DXMATRIX D, E, F;
 86 
 87     D3DXMatrixTranspose(&D, &A);
 88 
 89     D3DXMatrixInverse(&E, 0, &A);
 90 
 91     F = A * E;
 92 
 93     D3DXVECTOR4 P(2.0f, 2.0f, 2.0f, 1.0f);
 94     D3DXVECTOR4 Q(2.0f, 2.0f, 2.0f, 0.0f);
 95     D3DXVECTOR4 R, S;
 96 
 97     D3DXVec4Transform(&R, &P, &A);
 98 
 99     D3DXVec4Transform(&S, &Q, &A);
100 
101     cout << "A = " << endl << A << endl;
102     cout << "B = " << endl << B << endl;
103     cout << "C = A*B = " << endl << C << endl;
104     cout << "D = transpose(A)= " << endl << D << endl;
105     cout << "E = inverse(A) = " << endl << E << endl;
106     cout << "F = A*E = " << endl << F << endl;
107     cout << "P = " << P << endl;
108     cout << "Q = " << Q << endl;
109     cout << "R = P*A = " << R << endl;
110     cout << "S = Q*A = " << S << endl;
111 
112     return 0;
113 }

 

DirectX向量与矩阵

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原文地址:http://www.cnblogs.com/ht-beyond/p/4447110.html

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