CN1694126A - System and method for building three-dimentional scene dynamic model and real-time simulation - Google Patents
System and method for building three-dimentional scene dynamic model and real-time simulation Download PDFInfo
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Abstract
This invention relates to a system and method of three-dimensional scene dynamic model and real-time simulation. It includes: CPU constitute the suppositional scene model; scene initialization unit, data library paper to introduce suppositional scene, protract unit of scene to introduce scene connection image and initialize the three-dimensional model; the scene update unit updates the scene protracted by protract unit, and re-protract it. This method includes: A. build suppositional scene model; B. introduce suppositional data library paper; C. from connection scene picture; D. initialize the three-dimensional scene; E. protract three-dimensional scene; F. update the scene; G. re-protract this scene.
Description
Technical field
The present invention relates to virtual reality and visualized graphs processing technology field, particularly the system and method for a kind of dynamic modeling of virtual three-dimensional scene and real-time simulation.This system and method can be used for using in the visual real-time simulation of the making of three-dimensional animation and virtual scene, entity in the three-dimensional scenic is described and modeling, and the position and the state variation of entity carried out real-time renewal, and with virtual scene display in output device (display, printer etc.).
Background technology
Virtual reality technology (Virtual Reality) claims clever border technology again, is a kind of senior human-computer interaction technology of looking, listen, move etc. behavior by the computer mould personification in physical environment.The characteristics of this technology are, computing machine produces a kind of artificial virtual environment, this virtual environment is the three-dimensional digital model that constitutes by computer graphical, be organized into and go to produce realistic " virtual environment " in the computing machine, thereby make the user visually produce a kind of sensation of being immersed in virtual environment, (Immersion) felt in the border of facing of virtual reality technology that Here it is.Virtual reality scenario is the environment of an opening, interaction, and reality environment can influence with the monitoring arrangement influence or by the user by control, i.e. the interactivity of virtual reality technology (Interaction).
Be shown to the gordian technique and one of main research contents that the user is a virtual reality in real time by the virtual scene of computer graphics disposal technology structure 3 D stereo and with it.The modeling method of conventional three-dimensional scene is with the different annexation separate processes between the location parameter of entity body and an entity building block; Usually virtual scene is divided into background environment and some independent entity, each entity all has its independently position and state parameter description; Each entity is further resolved into the building block of some independently positions and status attribute again; Describe connected mode between parts by defining different connected mode (as be connected, joint), these parts are spliced into integrated entity.When upgrading scene information, the location status attribute that needs to upgrade each entity with and go up all joint states.Obviously, when described scene becomes complexity, because the quantity of entity and parts thereof is extremely huge, connected mode is complicated, this traditional scene description mode has greatly increased the complexity of setting up and upgrade three dimensional virtual models, reduce the speed of models treated, made the computational resource that has shortly can not guarantee the effect and the real-time requirement of analog simulation down simultaneously.
Summary of the invention
In view of above discussion, the present invention is directed to the difficulty of conventional three-dimensional graphical modeling method and the method and system that proposed a kind of Three-Dimensional Dynamic visual modeling and real-time simulation are described with simplified model and reduce the model emulation processing expenditure.
An object of the present invention is kind that the user can edit situation elements in the scene easily, quantity, mutual annexation and original state.
Another object of the present invention is that the user needn't set up independently data structure respectively for the annexation of each type when giving the virtual scene modeling, and adopts unified joint model to describe.
Attribute variable's value of the 3rd purpose of the present invention to be the user only need upgrade when upgrading virtual scene associated joint structure can be with scene in the position and the attitude of each situation elements be adjusted to required state.
The 4th purpose of the present invention is to support many forms demonstrations and polyphaser to find a view when showing virtual scene, and the user can change parameters such as viewpoint, visual angle, illumination at any time by input equipment.
These and other objects of the present invention are to provide by the building three-dimentional scene dynamic model of a kind of joint driving and the computer system of real-time simulation, this computer system comprises: CPU, internal storage, external storage, system bus contextual data library file, graphics acceleration card, display, test pattern storehouse, it is characterized in that: CPU is used to set up the virtual scene model, and this system also further comprises: the scene initialization unit is used to import the virtual scene database file; The scene drawing unit is used to generate the scene connection layout and three-dimensional model is carried out initialization; And the scene update unit, be used for the scene that the scene drawing unit is drawn is upgraded, and repaint scene by the scene drawing unit.
These and other objects of the present invention are to provide by the building three-dimentional scene dynamic model of a kind of joint driving and the method for real-time simulation, and this method comprises: (A) set up the virtual scene model; (B) import the virtual scene database file; (C) generate the scene connection layout; (D) three-dimensional model is carried out initialization; (E) drawing three-dimensional scene; (F) scene of being drawn is upgraded; And (G) repaint scene.
Description of drawings
What may be obvious that from following detailed description learns above-mentioned and other purpose of the present invention, feature and advantage, in the accompanying drawings:
Fig. 1 is according to Computer Systems Organization block scheme of the present invention;
Fig. 2 is building three-dimentional scene dynamic model and real-time simulation process flow diagram;
Fig. 3 is the joint synoptic diagram.Primitive 0304 is connected in joint 0305 among the figure, and joint 0305 depends on primitive 0303.O (0301) is the initial point of primitive 0303 local coordinate system, O
1(0302) be that the initial point of joint 0305 local coordinate system also is the initial point of primitive 0304 local coordinate system simultaneously.Attribute parameter (the T in joint 0305
x, T
y, T
z, R
x, R
y, R
z) be O
1(0302) position and the coordinate axis relative rotation in O (0301) coordinate system;
Fig. 4 is the synoptic diagram that in the most preferred embodiment of the present invention entity in the virtual scene is split into primitive;
Fig. 5 describes entity and the position of primitive and the synoptic diagram of annexation in the virtual scene with joint model in the most preferred embodiment of the present invention;
Fig. 6 ~ 8th, the synoptic diagram of the some exemplary steps of virtual scene modeling in the most preferred embodiment of the present invention;
Fig. 9 is the formats stored in the model data library file of situation elements corresponding data item in the most preferred embodiment of the present invention;
Figure 10 is scene structure figure;
Figure 11 draws the process flow diagram of initial primitive when being scene drawing unit drafting main viewfinder;
Figure 12 is the process flow diagram that drawing unit is drawn the entity primitive;
Figure 13 is the process flow diagram that drawing unit is drawn the joint;
The process flow diagram of camera node when Figure 14 is drawing unit drafting main viewfinder;
The process flow diagram of initial primitive when Figure 15 is drawing unit drafting camera form; And
The process flow diagram of camera node when Figure 16 is drawing unit drafting camera form.
Embodiment
To following we with reference to the accompanying drawings, embodiments of the invention are described in detail.
As shown in Figure 1, Fig. 1 has provided according to Computer Systems Organization block scheme of the present invention, and this computer system comprises central processing unit (CPU), internal memory, external storage, system bus contextual data library file, graphics acceleration card, display, test pattern storehouse (as OpenGL), scene initialization unit, scene drawing unit, scene update unit.The operation of system shown in Figure 1 is divided into scene modeling (0202) and (0203) two stage of real-time simulation.Next, scene modeling and the real-time simulation that this system moved is described in detail.
Fig. 2 has provided the performed building three-dimentional scene dynamic model of system shown in Figure 1 and the main flow chart of real-time simulation.In step 0204, CPU sets up the virtual scene model; In step 0205, the scene initialization unit imports the virtual scene database file; In step 0206, the scene initialization unit generates the scene connection layout; In step 0207, the scene initialization unit is carried out initialization to three-dimensional model; In step 0208, scene drawing unit drawing three-dimensional scene; In step 0209, the scene update unit upgrades the scene that the scene drawing unit is drawn; In step 0208, the scene drawing unit repaints scene.
Next, with reference to figure 3-9, be described in detail setting up this processing of virtual scene model.Fig. 4 has shown that specifically a mechanical arm grasps the virtual scene of object, has two entities: mechanical arm and gripping object in the scene.Its concrete implementation method is as follows:
(1) add initial primitive (or No. 0 primitive) in scene, in order to the expression whole scene, it is consistent that the local coordinate system of initial primitive and the world coordinate system of scene remain, and can not revise in modeling and simulation process.
(2) primitive with independent geometric attribute that the building block of entity in the scene is resolved into generally is the simple geometry body that can describe with basic geometric configuration for Computer Processing makes things convenient for primitive.As shown in Figure 4, the entity in the scene is split into some primitives (0401 ~ 0416), wherein initial primitive 0401 is represented the world coordinate system of scene; Camera 0404 is a camera node, is used for finding a view of camera form; All the other primitives are respectively the composition primitives of mechanical arm entity and gripping object entity, and mechanical arm pedestal 0402 and gripping object pedestal 0415 are respectively the main body primitives of two entities logically.The defined a kind of particular entity of camera node wherein, camera node is not have size on the space, the point of no color, qualitative attribute, its function is the coordinate of local coordinate system initial point in world coordinate system and the relative rotation of coordinate axis (maybe can release the data structure of above parameter) of real time record camera node when three-dimensional scenic changes, and can derive at any time, to offer the window that shows the camera photographed scene.
(3) after the scene entity splits and finishes, the location status and the mutual various annexations (with connecting, be slidingly connected, be rotationally connected) of composition primitive thereof of independent community in the scene are described to generate situation elements with joint model, and articulated objects is by 6 state parameters---and the joint is described at the position coordinates (x, y, z component) of its accole local coordinate system and the corner (x, y, z Shaft angle) of relative its accole body local coordinate system coordinate axis of local joint coordinate system coordinate axis.Concrete grammar is as follows:
● connect the local coordinate system initial point of primitive and the local coordinate system initial point coincidence in connection joint.(Fig. 3)
● the location expression mode of independent community's main body primitive.Independent community is meant in three-dimensional scenic and other entity objects
Without any connection, the entity object that can move freely.In the primitive of forming independent community, choose a main body primitive as this entity.It is on the joint of accole with initial primitive that the main body primitive is connected in one.Because the initial point of local joint coordinate system overlaps with the local coordinate system of connection primitive, the practical significance of this joint position coordinate parameter and coordinate axis rotational component is the corner of the position of main body primitive in world coordinate system and the coordinate axis of the relative world coordinate system of primitive local coordinate system coordinate axis, i.e. the position of independent community and attitude attribute (hereinafter to be referred as " pose " attribute).In the models treated process, 6 attribute parameters in the joint that independent community connected can change and are under no restraint.(this joint can be called the free type annexation)
● the connected mode with inter-entity of relative position relation is described.One class entity is arranged to (group) in actual environment, two entities of centering are independent of fully connection on how much, but have certain constraint (as the earth and the sun) on the locus.From entity to choosing a kernel entity (group), the joint that the main body primitive of kernel entity is connected depends on initial primitive, the joint that the main body primitive of non-core entity is connected depends on certain primitive on the kernel entity, 6 attribute parameters in this joint can change on demand, but must satisfy certain constraint condition (as the constraint equation).(this joint can become constrained annexation)
● fixedly connected describing mode between the primitive.Two the primitive relative positions and the corner that connect by the mode that is connected are fixed (but not necessarily contacting on the space).6 attribute parameters in the joint of the mode that is connected correspondence all can not change, and its initial value is default when modelling.
● the describing mode that is slidingly connected between primitive.Variable by two primitive relative positions that sliding type connects, corner relative fixed (sliding in orbit) as train.The corner attribute parameter in the joint of sliding type correspondence can not change, and the position attribution parameter is variable, but slip primitive and carrying primitive are kept in touch.
● the describing mode that is rotationally connected between primitive.Fix by two primitive relative positions that rotating manner connects, rotate one or more coordinate axis of primitive and can rotate (rotating around the axis) as wheel.The joint position attribute parameter of rotating manner correspondence immobilizes, corner attribute parameter one or more variable.
● the describing mode that array mode between primitive (slip+rotation) connects.Also there is a class combination connecting mode in the reality, can slides between primitive, also can rotate around a certain axle with the array mode connection.The corner attribute parameter and the position attribution parameter in the joint of combined type connected mode correspondence are all variable, but slip primitive and carrying primitive are kept in touch.
Through above-mentioned steps, there are four class situation elements in the scene---initial primitive, entity primitive, camera node and joint.Follow (but being not limited to) for models treated is convenient when the model description: the joint can depend on any situation elements and must depend on a certain situation elements; Any situation elements can be connected in the joint and must be connected in a certain joint except that initial primitive.On this basis, the pose attribute of any situation elements in scene can be fully directly determined or recursion is obtained by the joint state parameter of its connection.As shown in Figure 5, there are 15 articulated objects (0501 ~ 0515) in the scene.Wherein joint 0501 and 0514 depends on initial primitive (0401), the primitive that is connected in these two joints is respectively the main body primitive of two independent communities---mechanical arm pedestal 0402 and gripping object pedestal 0415, so belong to combined joint (slip+rotation) because the mechanical arm pedestal can planar move arbitrarily and can rotate joint 0501 around the longitudinal axis, and because gripping object can be clamped to optional position in the space by mechanical arm, so joint 0514 belongs to the free type joint; Joint 0505,0507,0509,0512,0513 belongs to the rotation joint; All the other joints belong to the type joint that is connected.
(4) situation elements that step (1) ~ (5) are generated deposits the model of place database file in the form of situation elements tabulation.This document can be that the database file of being managed by data base management system (DBMS) also can be the regular file of User Defined form.The data item of each situation elements correspondence comprises following field at least in the scene database file:
● each situation elements all has unique situation elements identifier (ID) field;
● each situation elements all has a type identifier (Type) field.The kind (initial primitive, joint, camera node and entity primitive) of the type field under can marker element, the type field of entity primitive can also reflect the shape of this primitive;
● the entity primitive has color, material, texture properties parameter field and expands the geometric attribute parameter accordingly and (has length as rectangular build primitive, the circular platform type primitive has end radius and high attribute etc., and the quantity of difform primitive attribute parameter can be different with type) field;
● the entity primitive has record with camera node, and it is connected the field in joint;
● the joint has joint state parameter field and record joint accole field.
Fig. 9 has shown the structure of some situation elements corresponding data item in the model data library file.
Next, with reference to figure 10-16 the real-time simulation function phases is described in detail.The real-time simulation function is finished by the common cooperation in scene initialization unit, scene drawing unit and the scene update unit of system.
At first load the scene database file, import situation elements tabulation (step 0205), generate tree-shaped scene structure figure by the scene initialization unit, and with scene structure figure with specific data structure storage (step 0206) in internal memory.
In the scene structural drawing, node correspondence situation elements separately, being connected/relations of dependence between father node and child node then represented on the limit, and the root node of tree is initial primitive.Each node among the figure all has its corresponding scene attribute of an element/state parameter of a relevant data structure storage (this data structure can be an object in realizing based on object oriented language, then can be a structure variable) in realizing based on non-object oriented language.For example the joint can show with following data structure table:
Joint
{
Integer?id;
Integer?type;
Float?Tx,Ty,Tz;
Float?Rx,Ry,Rz;
Bool?SetStatus(float[6]);
}
The data structure format of dissimilar situation elements correspondences can be different, but these data structures should comprise all properties of corresponding data item in the model data library file.In addition, the data structure of joint type element also should comprise the element list that is connected in this joint; The data structure of non-joint type element also should comprise the joint tabulation that depends on this primitive; The data structure of camera node comprises record maybe can release the coordinate of its local coordinate system initial point in world coordinate system and the data structure of the relative rotation of coordinate axis.
After generating the scene connection layout,, comprise pixel format that display device is set, generate display list, open depth buffer, start refresh timer etc. by scene drawing unit initialization 3-D display model (step 0207).
In the process of system emulation, virtual scene (step 0208) need regularly be drawn/be refreshed in the scene drawing unit.A complete drafting flow process comprises draws main viewfinder and draws two parts of camera form.Because the generation of camera scene depends on the viewpoint and the visual angle of camera node record, and these information record when drawing global scene is usually drawn global scene earlier and is drawn the camera scene again when therefore refreshing scene.
When drawing main viewfinder, begin to adopt depth-first fashion to travel through each situation elements of drawing the scene connection layout according to annexation from initial primitive.The drafting function flow process of dissimilar situation elements is as follows:
Figure 11 has provided the drafting flow process of initial primitive: in step 1102, global context (viewpoint, visual angle, viewport, background, environment light source etc.) is set; In step 1103, preserve current local coordinate system scene, in realizing, OpenGL finishes above-mentioned functions by being pressed into the instruction of model conversion matrix; To 1106, call the drafting function in the joint that depends on initial primitive in step 1104 successively; In step 1107, recover the local coordinate system scene, in realizing, OpenGL finishes this function by ejecting the instruction of model conversion matrix.
Figure 12 has provided the drafting flow process of entity primitive: in step 1202, preserve current local coordinate system scene; In step 1203, primitive attribute parameter (color, material, texture etc.) is set; In step 1204, draw primitive according to the primitive shape; To 1207, call the drafting function in the joint that depends on this primitive in step 1205 successively; In step 1208, recover the local coordinate system scene.
Figure 13 has provided the flow process that draw in the joint: in step 1302, preserve current local coordinate system scene; In step 1303, the current coordinate system of conversion is to required local joint coordinate system; To 1306, call the drafting function of the primitive that is connected in this joint in step 1304 successively; In step 1307, recover the local coordinate system scene.
Figure 14 has provided the drafting flow process of camera node: in step 1402, preserve current local coordinate system scene; In step 1403, upgrade the position and the rotating shaft relation of the relative world coordinate system of local coordinate system, OpenGL can obtain current model conversion matrix in realizing, therefrom can release required parameter; To 1406, call the drafting function in the joint that depends on this primitive in step 1404 successively; In step 1407, recover the local coordinate system scene.
The drafting of camera form is identical substantially with main viewfinder drafting flow process, slightly changes when just drawing initial primitive and camera node.
Figure 15 has provided the drafting flow process of the initial primitive when drawing the camera form: in step 1502, global context (viewpoint, visual angle, viewport, background, environment light source etc.) is set; In step 1503, preserve current local coordinate system scene; In step 1504, carry out view transformation, the viewpoint of camera form is placed the position of camera node; To 1507, call the drafting function in the joint that depends on initial primitive in step 1505 successively; In step 1508, recover the local coordinate system scene.
In realization, there are two kinds of methods to carry out the view transformation of step C based on OpenGL.
Know by the computer graphics principle
The transition matrix T of true origin translation is:
Successively around X, Y, Z axle rotation alpha, the transition matrix R=R at beta, gamma angle
x* R
y* R
zFor:
Final model transferring matrix is T * R:
(wherein vectorial (T
x', T
y', T
z') be vector (T
x, T
y, T
z) successively around X, Y, Z axle rotation alpha, beta, gamma angle gained).
So be if establish the model conversion matrix of camera node:
Then can obtain X by following false code, Y, the corner of Z axle:
D=ArcSin(m[3,1]);angle_y=D;C=cos(angle_y); if Abs(C)>0.005 thenbegin tx=m[3,3]/C; ty=-m[2,3]/C; angle_x=ArcTan(ty,tx); tx=m[1,1]/C; ty=-m[1,2]/C; angle_z=ArcTan(ty,tx);endelse begin angle_x=0; tx=m[2,2]; ty=m[2,1]; angle_z=ArcTan(ty,tx);end; if angle_x<0 then angle_x=angle_x+2*PI;if angle_y<0 then angle_y=angle_y+2*PI;if angle_z<0 then angle_z=angle_z+2*PI;<!-- SIPO <DP n="8"> --><dp n="d8"/> Result.pitch=angle_x; Result.yaw=angle_y; Result.roll=angle_z;
And the camera node position can be with vector (v
x, v
y, v
z) successively around Z, Y, X-axis rotation-γ ,-β ,-α angle obtains, and is example with the Z axle, and vector v is as follows around the false code of Z axle rotation a angle:
Result.x:=(v.x*cos(a))+(v.y*-sin(a));
Result.y:=(v.x*sin(a))+(v.y*cos(a));
Result.z:=v.z;
Method 2. is utilized the duality of view transformation and model transferring, with the model transferring matrix inversion of camera node record, and and current model transferring matrix multiple, the directly position that the initial point and the coordinate axis of initial coordinate system is positioned camera node.
Figure 16 has provided the treatment scheme of camera node when drawing the camera form: in step 1602, preserve current local coordinate system scene; To 1605, call the drafting function in the joint that depends on this primitive in step 1603 successively; In step 1606, recover the local coordinate system scene.
In real-time simulation and animation process, upgrade virtual scene by the scene update unit.The scene update unit adopts the joint to drive the mode of primitive, its implementation is directly to revise the status field variable of corresponding articulated objects, thereby change the state in joint,, be connected in the primitive in this joint and the pose attribute of relevant subsequent scenario element and also change thereupon by the process effects in joint.
Be now that example is explained when the joint state parameter changes the process effects that the situation elements that is connected in this joint and related situation elements thereof are produced with Fig. 8.When the state in joint 0509 changes, its local coordinate system changes with respect to the pose of world coordinate system, because the local coordinate system of joint of mechanical arm ball 0410 and the local coordinate system in joint 0509 are consistent, so same variation takes place with respect to the pose state of world coordinate system and the local coordinate system in joint 0509 in the local coordinate system of joint of mechanical arm ball 0410, and the state parameter that depends on the joint 0510 of joint of mechanical arm ball 0410 be the local coordinate system in expression joint 0510 with respect to its accole---the relative pose of the local coordinate system of joint of mechanical arm ball 0410, so the local coordinate system in joint 0510 also associated change can take place with respect to the pose of world coordinate system.And the like, the joint 0509 related position attribution of all situation elements in world coordinate system all can change.Present most of general calculation machine shape library all provides the corresponding interface, so the method that the scene update unit uses storehouse to preserve current model transferring matrix can realize the process effects in joint very easily.
Can add corresponding constraint condition (as be connected type articular area variable mustn't be revised, rotation joint position domain variable mustn't be revised etc.) to the modification of domain variable according to the type in joint when revising the articulated objects domain variable, the retouching operation that does not satisfy constraint condition is cancelled.In realization based on object oriented language, can generate the subclass of type separately according to the type in joint, the member function of joint state is upgraded in heavy duty in subclass, adds the code that constraint condition is judged when heavy duty.
In conjunction with a most preferred embodiment of the present invention implementation detail of the present invention is described in detail above.But the present invention can implement with different forms, therefore the particular implementation use-case details (as data form, cellular organization's mode etc.) in this introduction only is representational, and the present invention should be construed to the embodiment that only limits to propose here, but why propose these embodiment here is for the disclosure is more thorough and complete, and passes on scope of the present invention more clearly to the professional and technical personnel.The present invention simultaneously can be used as method or equipment is implemented, so all or part of processing unit among the present invention all can adopt software or hardware mode to implement.
What may be obvious that for the person of ordinary skill of the art draws other advantages and modification.Therefore, the present invention with wider aspect is not limited to shown and described specifying and exemplary embodiment here.Therefore, under situation about not breaking away from, can make various modifications to it by the spirit and scope of claim and the defined general inventive concept of equivalents thereof subsequently.
Claims (11)
1, the system of a kind of building three-dimentional scene dynamic model and real-time simulation, this system comprise CPU, internal storage, external storage,
System bus contextual data library file, graphics acceleration card, display, test pattern storehouse is characterized in that: CPU is used to set up the virtual scene model, and this system also further comprises:
The scene initialization unit is used to import the virtual scene database file;
The scene drawing unit is used to generate the scene connection layout and three-dimensional model is carried out initialization; And
The scene update unit is used for the scene that the scene drawing unit is drawn is upgraded, and repaints scene by the scene drawing unit.
2, the method for a kind of building three-dimentional scene dynamic model and real-time simulation, this method comprises:
(A) set up the virtual scene model;
(B) import the virtual scene database file;
(C) generate the scene connection layout;
(D) three-dimensional model is carried out initialization;
(E) drawing three-dimensional scene;
(F) scene of being drawn is upgraded; And
(G) repaint scene.
3, method as claimed in claim 2, wherein step (A) further comprises:
(A1) in scene, add initial primitive;
(A2) the primitive that the building block of entity in the scene is resolved into independent geometric attribute;
(A3) location status and the mutual various annexations of composition primitive thereof of independent community in the scene are described to generate situation elements with joint model; And
(A4) form that the situation elements that generates is tabulated with situation elements deposits in the model of place database file;
4, that method as claimed in claim 3, wherein said annexation comprise is fixedly connected, be slidingly connected, be rotationally connected and be connected.
5, method as claimed in claim 2, wherein step (E) and (G) further comprise step: draw main viewfinder and draw the camera form.
6, method as claimed in claim 5, the step of wherein drawing main viewfinder further comprises draws initial primitive, and it comprises step:
Global context is set;
Preserve current local coordinate system scene;
Call the drafting function in the joint that depends on initial primitive successively; And
Recovery local coordinate system scene.
7, method as claimed in claim 5, the step of wherein drawing main viewfinder further comprises draws the entity primitive, and it comprises step:
Preserve current local coordinate system scene;
Primitive attribute parameter is set;
Draw primitive according to the primitive shape;
Call the drafting function in the joint that depends on this primitive successively; And
Recovery local coordinate system scene.
8, method as claimed in claim 5, the step of wherein drawing main viewfinder further comprises draws the joint, and it comprises step:
Preserve current local coordinate system scene;
The current coordinate system of conversion is to required local joint coordinate system;
Call the drafting function of the primitive that is connected in this joint successively; And
Recovery local coordinate system scene.
9, method as claimed in claim 5, the step of wherein drawing main viewfinder further comprises draws the entity primitive, and it comprises step:
Preserve current local coordinate system scene;
Upgrade the position and the rotating shaft relation of the relative world coordinate system of local coordinate system;
Call the drafting function in the joint that depends on this primitive successively; And
Recovery local coordinate system scene.
10, method as claimed in claim 5, the step of wherein drawing the camera form further comprises draws initial primitive, and it comprises step:
Global context is set;
Preserve current local coordinate system scene;
Carry out view transformation, will put the position of the viewpoint of camera form in camera node;
Call the drafting function in the joint that depends on initial primitive successively; And
Recovery local coordinate system scene.
11, method as claimed in claim 5, the step of wherein drawing the camera form further comprises draws initial primitive, and it comprises step:
Preserve current local coordinate system scene;
Call the drafting function in the joint that depends on this primitive successively; And
Recovery local coordinate system scene.
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