以下是 XMVector4Reflect 函数的声明:
XMVECTOR XMVector4Reflect(
FXMVECTOR Incident,
FXMVECTOR Normal
);
该函数接受两个四维向量 Incident(入射向量)和 Normal(法线向量),并返回一个向量,表示 Incident 相对于 Normal 的反射。
计算公式为:
\[ \text{Reflect}(\text{Incident}, \text{Normal}) = \text{Incident} - 2 \times \text{dot}(\text{Incident}, \text{Normal}) \times \text{Normal} \]
以下是一个简单的示例用法:
#include <DirectXMath.h>
#include <iostream>
using namespace DirectX;
int main() {
// 创建入射向量和法线向量
XMVECTOR incidentVector = XMVectorSet(1.0f, 2.0f, 3.0f, 0.0f);
XMVECTOR normalVector = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
// 计算反射向量
XMVECTOR reflectedVector = XMVector4Reflect(incidentVector, normalVector);
// 输出结果
std::cout << "Incident Vector: (" << XMVectorGetX(incidentVector) << ", "
<< XMVectorGetY(incidentVector) << ", " << XMVectorGetZ(incidentVector) << ", "
<< XMVectorGetW(incidentVector) << ")\n";
std::cout << "Normal Vector: (" << XMVectorGetX(normalVector) << ", "
<< XMVectorGetY(normalVector) << ", " << XMVectorGetZ(normalVector) << ", "
<< XMVectorGetW(normalVector) << ")\n";
std::cout << "Reflected Vector: (" << XMVectorGetX(reflectedVector) << ", "
<< XMVectorGetY(reflectedVector) << ", " << XMVectorGetZ(reflectedVector) << ", "
<< XMVectorGetW(reflectedVector) << ")\n";
return 0;
}
在上面的例子中,XMVector4Reflect 将计算给定入射向量相对于给定法线的反射向量,并将结果输出到控制台。
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