DirectX入门之添加移动摄像机

前言,在上篇三角形基础上,我准备增设一个可移动的摄像机。这样我们就可以为所欲为地看三角形了。

运行截图

初始:
这里写图片描述
前后移动:
这里写图片描述
左右平动
这里写图片描述
滚动
这里写图片描述

俯仰
这里写图片描述

实现流程图

这里写图片描述

摄像机用法

一、创建摄像机全局变量

//三种方法创建摄像机
Camera TheCamera(Camera::AIRCRAFT);
Camera TheCamera(Camera::LANDOBJECT);
Camera TheCamera();

二、在Display()函数中设置控制摄像机移动的按键

        //可移动的摄像机
        if (::GetAsyncKeyState('W') & 0x8000f)
            TheCamera.walk(4.0f * timeDelta);

        if (::GetAsyncKeyState('S') & 0x8000f)
            TheCamera.walk(-4.0f * timeDelta);

        if (::GetAsyncKeyState('A') & 0x8000f)
            TheCamera.strafe(-4.0f * timeDelta);

        if (::GetAsyncKeyState('D') & 0x8000f)
            TheCamera.strafe(4.0f * timeDelta);

        if (::GetAsyncKeyState('R') & 0x8000f)
            TheCamera.fly(4.0f * timeDelta);

        if (::GetAsyncKeyState('F') & 0x8000f)
            TheCamera.fly(-4.0f * timeDelta);

        if (::GetAsyncKeyState(VK_UP) & 0x8000f)
            TheCamera.pitch(1.0f * timeDelta);

        if (::GetAsyncKeyState(VK_DOWN) & 0x8000f)
            TheCamera.pitch(-1.0f * timeDelta);

        if (::GetAsyncKeyState(VK_LEFT) & 0x8000f)
            TheCamera.yaw(-1.0f * timeDelta);

        if (::GetAsyncKeyState(VK_RIGHT) & 0x8000f)
            TheCamera.yaw(1.0f * timeDelta);

        if (::GetAsyncKeyState('N') & 0x8000f)
            TheCamera.roll(1.0f * timeDelta);

        if (::GetAsyncKeyState('M') & 0x8000f)
            TheCamera.roll(-1.0f * timeDelta);

三、进行取景变换
取景变换:每个物体创建时都是包含一个单独坐标系(局部坐标系。然后将这些创建好的物体添加到世界中(世界坐标系)。添加摄像机后,物体又位于摄像机的坐标系中(观察坐标系)。这里通过Device->SetTransform(D3DTS_VIEW, &V);函数将世界坐标系的物体变换到观察者坐标系中。

        D3DXMATRIX V;
        TheCamera.getViewMatrix(&V);
        Device->SetTransform(D3DTS_VIEW, &V);

摄像机实现代码

camera.h

#pragma once
#include "stdafx.h"
#ifndef __cameraH__
#define __cameraH__

#include <d3dx9.h>

class Camera
{
public:
    enum CameraType { LANDOBJECT, AIRCRAFT };

    Camera();
    Camera(CameraType cameraType);
    ~Camera();

    void strafe(float units); // left/right
    void fly(float units);    // up/down
    void walk(float units);   // forward/backward

    void pitch(float angle); // rotate on right vector
    void yaw(float angle);   // rotate on up vector
    void roll(float angle);  // rotate on look vector

    void getViewMatrix(D3DXMATRIX* V);
    void setCameraType(CameraType cameraType);
    void getPosition(D3DXVECTOR3* pos);
    void setPosition(D3DXVECTOR3* pos);

    void getRight(D3DXVECTOR3* right);
    void getUp(D3DXVECTOR3* up);
    void getLook(D3DXVECTOR3* look);
private:
    CameraType  _cameraType;
    D3DXVECTOR3 _right;
    D3DXVECTOR3 _up;
    D3DXVECTOR3 _look;
    D3DXVECTOR3 _pos;
};
#endif // __cameraH__

camera.cpp

#include "stdafx.h"
#include "Camera.h"


Camera::Camera()
{
    _cameraType = AIRCRAFT;

    _pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
    _right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
    _up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
    _look = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}

Camera::Camera(CameraType cameraType)
{
    _cameraType = cameraType;

    _pos = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
    _right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
    _up = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
    _look = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}

Camera::~Camera()
{

}

void Camera::getPosition(D3DXVECTOR3* pos)
{
    *pos = _pos;
}

void Camera::setPosition(D3DXVECTOR3* pos)
{
    _pos = *pos;
}

void Camera::getRight(D3DXVECTOR3* right)
{
    *right = _right;
}

void Camera::getUp(D3DXVECTOR3* up)
{
    *up = _up;
}

void Camera::getLook(D3DXVECTOR3* look)
{
    *look = _look;
}

void Camera::walk(float units)
{
    // move only on xz plane for land object
    if (_cameraType == LANDOBJECT)
        _pos += D3DXVECTOR3(_look.x, 0.0f, _look.z) * units;

    if (_cameraType == AIRCRAFT)
        _pos += _look * units;
}

void Camera::strafe(float units)
{
    // move only on xz plane for land object
    if (_cameraType == LANDOBJECT)
        _pos += D3DXVECTOR3(_right.x, 0.0f, _right.z) * units;

    if (_cameraType == AIRCRAFT)
        _pos += _right * units;
}

void Camera::fly(float units)
{
    // move only on y-axis for land object
    if (_cameraType == LANDOBJECT)
        _pos.y += units;

    if (_cameraType == AIRCRAFT)
        _pos += _up * units;
}

void Camera::pitch(float angle)
{
    D3DXMATRIX T;
    D3DXMatrixRotationAxis(&T, &_right, angle);

    // rotate _up and _look around _right vector
    D3DXVec3TransformCoord(&_up, &_up, &T);
    D3DXVec3TransformCoord(&_look, &_look, &T);
}

void Camera::yaw(float angle)
{
    D3DXMATRIX T;

    // rotate around world y (0, 1, 0) always for land object
    if (_cameraType == LANDOBJECT)
        D3DXMatrixRotationY(&T, angle);

    // rotate around own up vector for aircraft
    if (_cameraType == AIRCRAFT)
        D3DXMatrixRotationAxis(&T, &_up, angle);

    // rotate _right and _look around _up or y-axis
    D3DXVec3TransformCoord(&_right, &_right, &T);
    D3DXVec3TransformCoord(&_look, &_look, &T);
}

void Camera::roll(float angle)
{
    // only roll for aircraft type
    if (_cameraType == AIRCRAFT)
    {
        D3DXMATRIX T;
        D3DXMatrixRotationAxis(&T, &_look, angle);

        // rotate _up and _right around _look vector
        D3DXVec3TransformCoord(&_right, &_right, &T);
        D3DXVec3TransformCoord(&_up, &_up, &T);
    }
}

void Camera::getViewMatrix(D3DXMATRIX* V)
{
    // Keep camera's axes orthogonal to eachother
    D3DXVec3Normalize(&_look, &_look);

    D3DXVec3Cross(&_up, &_look, &_right);
    D3DXVec3Normalize(&_up, &_up);

    D3DXVec3Cross(&_right, &_up, &_look);
    D3DXVec3Normalize(&_right, &_right);

    // Build the view matrix:
    float x = -D3DXVec3Dot(&_right, &_pos);
    float y = -D3DXVec3Dot(&_up, &_pos);
    float z = -D3DXVec3Dot(&_look, &_pos);

    (*V)(0, 0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f;
    (*V)(1, 0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f;
    (*V)(2, 0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f;
    (*V)(3, 0) = x;        (*V)(3, 1) = y;     (*V)(3, 2) = z;       (*V)(3, 3) = 1.0f;
}

void Camera::setCameraType(CameraType cameraType)
{
    _cameraType = cameraType;
}
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