1.摄像机类的实现思想
摄像机类的实现,主要是因为D3DXMatrixLookAtLH()求取的是指定摄像机位置和观察坐标系向量的矩阵,但如果摄像机位置和观察坐标系向量是根据用户输入来确定的,那么D3DXMatrixLookAtLH显得力不从心。原因:
D3DXMATRIX* D3DXMatrixLookAtLH( _Inout_ D3DXMATRIX *pOut, _In_ const D3DXVECTOR3 *pEye, _In_ const D3DXVECTOR3 *pAt, _In_ const D3DXVECTOR3 *pUp );其中的pAt是观察的朝向,摄像机的z = (pAt - pEye).Normalize(), 摄像机的y = pUp, 摄像机的x= 摄像机z x 摄像机y再规范单位化。但是用户输入时候,很难从改变pAt位置来改变摄像机z。设置也很不直观,所以需要开发自己的摄像机类,特别是在飞行或者第一人称射击游戏中。
开发自己的摄像机类,主要思想是:定义摄像机的位置_pos,方向向量_look, _right, _up;主角可以在这些方向上进行移动摄像机的位置_pos(这些方向向量也是有自己的xyz的),也可以绕这些方向进行旋转(旋转时候只针对某个轴进行旋转,然后对其它轴乘以该旋转矩阵进行变换);从而可以简单的得到新的_pos,_look, _right, _up,将整个世界坐标系中的物体变换到观察坐标系中即可。因为模型坐标系转换到世界坐标系要进行RT,所以世界坐标系中旋转到视图坐标系(模型坐标系)中进行V = T-1R-1矩阵变换即可。这个变换也是
D3DXMatrixLookAtLH函数得到视图矩阵的方法, 这里只不过是使得输入移动和旋转更加直观。
2.非摄像机类需要用到摄像机效果的实现思路
如果不是第一人称类型的摄像机操作,而是RPG类型的飞行摄像机,不能输入位置和摄像机旋转,那么可以直接配置pos 位置。2D中通过D3DXMatrixOrthoLH函数的参数,放大传入的w、h可以实现模拟的远离缩小;拉动摄像机的y坐标就可以上升了。3D中设置固定的摄像机位置y值上下移动,z值可以设置近大远小效果,还是通过D3DXMatrixLookAtLH设置变换矩阵即可。
3.摄像机类实现代码及其注释
#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
#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
// 观察摄像机,在方向_look只能沿着xz( 不一定是(0,0,1) )改变前行
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
// 观察摄像机,在方向_right只能沿着xz( 不一定是(1,0,0) )改变前行
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
// 观察摄像机,在_up方向上只能向上_pos.y移动
if( _cameraType == LANDOBJECT )
_pos.y += units;
if( _cameraType == AIRCRAFT )
_pos += _up * units;
}
void Camera::pitch(float angle)
{
// 绕_right轴旋转,地面摄像机和空中摄像机都可以
D3DXMATRIX T;
D3DXMatrixRotationAxis(&T, &_right, angle);
// rotate _up and _look around _right vector
// 因为绕_right轴移动,所以_up需要进行T旋转
D3DXVec3TransformCoord(&_up,&_up, &T);
// _look轴需要进行T旋转
D3DXVec3TransformCoord(&_look,&_look, &T);
}
void Camera::yaw(float angle)
{
D3DXMATRIX T;
// rotate around world y (0, 1, 0) always for land object
// 地面摄像机不能做_up旋转,因为_up不一定是世界坐标系的y,所以只能做基于世界坐标系Y轴旋转
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
// 地面观察摄像机,不能进行绕_look轴旋转,因为太怪异了
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
// 摄像机的视图变换,本来是物体坐标系到世界坐标系中需要进行S*R*T变换(缩放,旋转,平移)
// 现在是世界坐标系变换到物体坐标系(观察坐标系中),也就是要进行T-1R-1S-1变换(逆向平移,逆向旋转,逆向缩放)
// 因为这里没有缩放S所以进行T-1R-1变换就得到在视图坐标系描述世界坐标系中物体的位置。
// 因为摄像机_look,_right,_up向量由于外部的位置移动和旋转,发生了改变,所以需要先规格化为单位向量,方便旋转
D3DXVec3Normalize(&_look, &_look);
// 由于_right,_look求得_up向量,认为
D3DXVec3Cross(&_up, &_look, &_right);
D3DXVec3Normalize(&_up, &_up);
// 如果_right存在精度问题,那么认为_up是正确的,求取_right向量
D3DXVec3Cross(&_right, &_up, &_look);
D3DXVec3Normalize(&_right, &_right);
// Build the view matrix:
// V = T-1R-1平移部分,进行平移
float x = -D3DXVec3Dot(&_right, &_pos);
float y = -D3DXVec3Dot(&_up, &_pos);
float z = -D3DXVec3Dot(&_look, &_pos);
// V = T-1R-1旋转部分,R-1刚好是R的转置
(*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;
// 得到V后,就可以通过Device->SetTransform(D3DTS_VIEW, &V);就可以实现视图变换了
}
void Camera::setCameraType(CameraType cameraType)
{
_cameraType = cameraType;
}
调用:
#include "d3dUtility.h"
#include "camera.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
Camera TheCamera(Camera::AIRCRAFT/*LANDOBJECT*/);
//
// Framework functions
//
bool Setup()
{
//
// Setup a basic scene. The scene will be created the
// first time this function is called.
//
d3d::DrawBasicScene(Device, 0.0f);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.25f, // 45 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
// pass 0 for the first parameter to instruct cleanup.
d3d::DrawBasicScene(0, 0.0f);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update: Update the camera.
//
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);
// Update the view matrix representing the cameras
// new position/orientation.
D3DXMATRIX V;
TheCamera.getViewMatrix(&V);
//D3DXMatrixLookAtLH()
Device->SetTransform(D3DTS_VIEW, &V);
//
// Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->BeginScene();
d3d::DrawBasicScene(Device, 1.0f);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}