分享一份“D3DXVec3Project”矩阵转换的E源码
某游戏会对此系统“D3DXVec3Project”API下钩子实时检测或由此API对三无产品软件调用此API进行三维世界坐标转二维屏幕坐标时进行特征并且上传后台导致莫名其妙拉闸,故此为广大E++道友开源下 别拿去圈钱哦~相关资料参考:https://wenku.baidu.com/view/7769948c5aeef8c75fbfc77da26925c52cc591ca.html
C#源码:参考一:
```csharp
using System.Numerics;
public struct Vector3
{
public float X, Y, Z;
public Vector3(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static Vector3 operator *(Vector3 vector, Matrix4x4 matrix)
{
return new Vector3(
(vector.X * matrix.M11 + vector.Y * matrix.M21 + vector.Z * matrix.M31 + 1 * matrix.M41),
(vector.X * matrix.M12 + vector.Y * matrix.M22 + vector.Z * matrix.M32 + 1 * matrix.M42),
(vector.X * matrix.M13 + vector.Y * matrix.M23 + vector.Z * matrix.M33 + 1 * matrix.M43)
);
}
}
public struct Matrix4x4
{
public float M11, M12, M13, M14;
public float M21, M22, M23, M24;
public float M31, M32, M33, M34;
public float M41, M42, M43, M44;
// Constructor and other methods would be defined here...
}
public class MatrixOperations
{
public static Matrix4x4 Multiply(Matrix4x4 left, Matrix4x4 right)
{
return new Matrix4x4()
{
M11 = left.M11 * right.M11 + left.M12 * right.M21 + left.M13 * right.M31 + left.M14 * right.M41,
M12 = left.M11 * right.M12 + left.M12 * right.M22 + left.M13 * right.M32 + left.M14 * right.M42,
M13 = left.M11 * right.M13 + left.M12 * right.M23 + left.M13 * right.M33 + left.M14 * right.M43,
M14 = left.M11 * right.M14 + left.M12 * right.M24 + left.M13 * right.M34 + left.M14 * right.M44,
M21 = left.M21 * right.M11 + left.M22 * right.M21 + left.M23 * right.M31 + left.M24 * right.M41,
M22 = left.M21 * right.M12 + left.M22 * right.M22 + left.M23 * right.M32 + left.M24 * right.M42,
M23 = left.M21 * right.M13 + left.M22 * right.M23 + left.M23 * right.M33 + left.M24 * right.M43,
M24 = left.M21 * right.M14 + left.M22 * right.M24 + left.M23 * right.M34 + left.M24 * right.M44,
M31 = left.M31 * right.M11 + left.M32 * right.M21 + left.M33 * right.M31 + left.M34 * right.M41,
M32 = left.M31 * right.M12 + left.M32 * right.M22 + left.M33 * right.M32 + left.M34 * right.M42,
M33 = left.M31 * right.M13 + left.M32 * right.M23 + left.M33 * right.M33 + left.M34 * right.M43,
M34 = left.M31 * right.M14 + left.M32 * right.M24 + left.M33 * right.M34 + left.M34 * right.M44,
M41 = left.M41 * right.M11 + left.M42 * right.M21 + left.M43 * right.M31 + left.M44 * right.M41,
M42 = left.M41 * right.M12 + left.M42 * right.M22 + left.M43 * right.M32 + left.M44 * right.M42,
M43 = left.M41 * right.M13 + left.M42 * right.M23 + left.M43 * right.M33 + left.M44 * right.M43,
M44 = left.M41 * right.M14 + left.M42 * right.M24 + left.M43 * right.M34 + left.M44 * right.M44,
};
}
}
public static Vector3 ProjectPoint(Vector3 point, Matrix world, Matrix view, Matrix projection, int viewportWidth, int viewportHeight)
{
Matrix combinedMatrix = world * view * projection;
Vector3 transformedPoint = point * combinedMatrix;
// 透视除法
float oneOverW = 1.0f / transformedPoint.Z;
Vector3 screenPoint = new Vector3(
transformedPoint.X * oneOverW,
transformedPoint.Y * oneOverW,
transformedPoint.Z * oneOverW
);
// 转换到视口坐标
screenPoint.X = screenPoint.X * (viewportWidth / 2) + viewportWidth / 2;
screenPoint.Y = -screenPoint.Y * (viewportHeight / 2) + viewportHeight / 2; // 注意Y轴的翻转
return screenPoint;
}
}
这里的`Vector3`和`Matrix4x4`结构体以及相关的运算符重载和方法都是简化的版本
E没有相对应的库只能构造一个`Vector3`和`Matrix4x4`类型两份C源码+一份E纯源码都在文件里哦
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纯源码文件下载→
asdgsdaf f sf {:hug:}{:hug:} 121212121212121212121212 法国和法国和对方3滑盖3dfhg DXVec3Project”矩阵转换的E源码 相乘回帖查看密码哦→ 分享一份“D3DXVec3Project”矩阵转换的E源码 矩阵相乘回帖查看密码哦→ 享一份“D3DXVec3Project”矩阵转换的E源码 [修改]