Direct3D---三维世界中摄像机的构建

//=============================================================================
// Name: CameraClass.h
//  Des: 一个封装了实现虚拟摄像机的类的头文件
// 2013年 3月10日  Create by 浅墨 
//=============================================================================


#pragma once

#include <d3d9.h>
#include <d3dx9.h>

class CameraClass
{
private:
    //成员变量的声明
    D3DXVECTOR3             m_vRightVector;        // 右分量向量
    D3DXVECTOR3             m_vUpVector;           // 上分量向量
    D3DXVECTOR3             m_vLookVector;         // 观察方向向量
    D3DXVECTOR3             m_vCameraPosition;     // 摄像机位置的向量
    D3DXVECTOR3             m_vTargetPosition;     //目标观察位置的向量
    D3DXMATRIX              m_matView;             // 取景变换矩阵
    D3DXMATRIX              m_matProj;             // 投影变换矩阵   
    LPDIRECT3DDEVICE9       m_pd3dDevice;          //Direct3D设备对象

public:
    //一个计算取景变换的函数
    VOID CalculateViewMatrix(D3DXMATRIX *pMatrix);    //计算取景变换矩阵

    //三个Get系列函数
    VOID GetProjMatrix(D3DXMATRIX *pMatrix)  { *pMatrix = m_matProj; }  //返回当前投影矩阵
    VOID GetCameraPosition(D3DXVECTOR3 *pVector)  { *pVector = m_vCameraPosition; } //返回当前摄像机位置矩阵
    VOID GetLookVector(D3DXVECTOR3 *pVector) { *pVector = m_vLookVector; }  //返回当前的观察矩阵

    //四个Set系列函数,注意他们参数都有默认值NULL的,调用时不写参数也可以
    VOID SetTargetPosition(D3DXVECTOR3 *pLookat = NULL);  //设置摄像机的目标观察位置向量
    VOID SetCameraPosition(D3DXVECTOR3 *pVector = NULL);  //设置摄像机所在的位置向量
    VOID SetViewMatrix(D3DXMATRIX *pMatrix = NULL);       //设置取景变换矩阵
    VOID SetProjMatrix(D3DXMATRIX *pMatrix = NULL);       //设置投影变换矩阵

public:
    // 沿各分量平移的三个函数
    VOID MoveAlongRightVec(FLOAT fUnits);   // 沿right向量移动
    VOID MoveAlongUpVec(FLOAT fUnits);      // 沿up向量移动
    VOID MoveAlongLookVec(FLOAT fUnits);    // 沿look向量移动

    // 绕各分量旋转的三个函数
    VOID RotationRightVec(FLOAT fAngle);    // 绕right向量选择
    VOID RotationUpVec(FLOAT fAngle);       // 绕up向量旋转
    VOID RotationLookVec(FLOAT fAngle);     // 绕look向量旋转

public:
    //构造函数和析构函数
    CameraClass(IDirect3DDevice9 *pd3dDevice);  //构造函数
    virtual ~CameraClass(void);                 //析构函数

};
//=============================================================================
// Name: CameraClass.cpp
//  Des: 一个封装了实现虚拟摄像机的类的源文件
// 2013年 3月10日  Create by 浅墨 
//=============================================================================
#include "CameraClass.h"

#ifndef WINDOW_WIDTH
#define WINDOW_WIDTH    800                     //为窗口宽度定义的宏,以方便在此处修改窗口宽度
#define WINDOW_HEIGHT   600                     //为窗口高度定义的宏,以方便在此处修改窗口高度
#endif

//-----------------------------------------------------------------------------
// Desc: 构造函数
//-----------------------------------------------------------------------------
CameraClass::CameraClass(IDirect3DDevice9 *pd3dDevice)
{
    m_pd3dDevice = pd3dDevice;
    m_vRightVector  = D3DXVECTOR3(1.0f, 0.0f, 0.0f);   // 默认右向量与X正半轴重合
    m_vUpVector     = D3DXVECTOR3(0.0f, 1.0f, 0.0f);   // 默认上向量与Y正半轴重合
    m_vLookVector   = D3DXVECTOR3(0.0f, 0.0f, 1.0f);   // 默认观察向量与Z正半轴重合
    m_vCameraPosition  = D3DXVECTOR3(0.0f, 0.0f, -250.0f);   // 默认摄像机坐标为(0.0f, 0.0f, -250.0f)
    m_vTargetPosition    = D3DXVECTOR3(0.0f, 0.0f, 0.0f);    //默认观察目标位置为(0.0f, 0.0f, 0.0f);
}

//-----------------------------------------------------------------------------
// Name:CameraClass::CalculateViewMatrix( )
// Desc: 根据给定的矩阵计算出取景变换矩阵
//-----------------------------------------------------------------------------
VOID CameraClass::CalculateViewMatrix(D3DXMATRIX *pMatrix) 
{
    //1.先把3个向量都规范化并使其相互垂直,成为一组正交矩阵

    //第一个参数为输出结果,第二个参数为要被规范化的向量
    D3DXVec3Normalize(&m_vLookVector, &m_vLookVector);               // 规范化观察分量
    //计算两个向量的叉乘,第一个参数为输出结果,第二、三个参数为参加叉乘运算的两个向量
    D3DXVec3Cross(&m_vUpVector, &m_vLookVector, &m_vRightVector);    // 上向量与观察向量垂直
    D3DXVec3Normalize(&m_vUpVector, &m_vUpVector);                   // 规范化上向量
    D3DXVec3Cross(&m_vRightVector, &m_vUpVector, &m_vLookVector);    // 右向量与上向量垂直
    D3DXVec3Normalize(&m_vRightVector, &m_vRightVector);             // 规范化右向量


    // 2.创建出取景变换矩阵
    //依次写出取景变换矩阵的第一行
    pMatrix->_11 = m_vRightVector.x;           // Rx
    pMatrix->_12 = m_vUpVector.x;              // Ux
    pMatrix->_13 = m_vLookVector.x;            // Lx
    pMatrix->_14 = 0.0f;
    //依次写出取景变换矩阵的第二行
    pMatrix->_21 = m_vRightVector.y;           // Ry
    pMatrix->_22 = m_vUpVector.y;              // Uy
    pMatrix->_23 = m_vLookVector.y;            // Ly
    pMatrix->_24 = 0.0f;
    //依次写出取景变换矩阵的第三行
    pMatrix->_31 = m_vRightVector.z;           // Rz
    pMatrix->_32 = m_vUpVector.z;              // Uz
    pMatrix->_33 = m_vLookVector.z;            // Lz
    pMatrix->_34 = 0.0f;
    //依次写出取景变换矩阵的第四行
    pMatrix->_41 = -D3DXVec3Dot(&m_vRightVector, &m_vCameraPosition);    // -P*R
    pMatrix->_42 = -D3DXVec3Dot(&m_vUpVector, &m_vCameraPosition);       // -P*U
    pMatrix->_43 = -D3DXVec3Dot(&m_vLookVector, &m_vCameraPosition);     // -P*L
    pMatrix->_44 = 1.0f;
}


//-----------------------------------------------------------------------------
// Name:CameraClass::SetTargetPosition( )
// Desc: 设置摄像机的观察位置
//-----------------------------------------------------------------------------
VOID CameraClass::SetTargetPosition(D3DXVECTOR3 *pLookat) 
{
    //先看看pLookat是否为默认值NULL
    if (pLookat != NULL)  m_vTargetPosition = (*pLookat);
    else m_vTargetPosition = D3DXVECTOR3(0.0f, 0.0f, 1.0f);

    m_vLookVector = m_vTargetPosition - m_vCameraPosition; //观察点位置减摄像机位置,得到观察方向向量
    D3DXVec3Normalize(&m_vLookVector, &m_vLookVector);     //规范化m_vLookVector向量

    //正交并规范化m_vUpVector和m_vRightVector
    D3DXVec3Cross(&m_vUpVector, &m_vLookVector, &m_vRightVector);
    D3DXVec3Normalize(&m_vUpVector, &m_vUpVector);
    D3DXVec3Cross(&m_vRightVector, &m_vUpVector, &m_vLookVector);
    D3DXVec3Normalize(&m_vRightVector, &m_vRightVector);
}

//-----------------------------------------------------------------------------
// Name:CameraClass::SetCameraPosition( )
// Desc: 设置摄像机所在的位置
//-----------------------------------------------------------------------------
VOID CameraClass::SetCameraPosition(D3DXVECTOR3 *pVector) 
{
    D3DXVECTOR3 V = D3DXVECTOR3(0.0f, 0.0f, -250.0f);
    m_vCameraPosition = pVector ? (*pVector) : V;//三目运算符,如果pVector为真的话,
                                                 //返回*pVector的值(即m_vCameraPosition=*pVector),
                                                 //否则返回V的值(即m_vCameraPosition=V)
}

//-----------------------------------------------------------------------------
// Name:CameraClass::SetViewMatrix( )
// Desc: 设置取景变换矩阵
//-----------------------------------------------------------------------------
VOID CameraClass::SetViewMatrix(D3DXMATRIX *pMatrix) 
{
    //根据pMatrix的值先做一下判断
    if (pMatrix) m_matView = *pMatrix;
    else CalculateViewMatrix(&m_matView);
    m_pd3dDevice->SetTransform(D3DTS_VIEW, &m_matView);
    //把取景变换矩阵的值分下来分别给右分量,上分量,和观察分量
    m_vRightVector = D3DXVECTOR3(m_matView._11, m_matView._12, m_matView._13);
    m_vUpVector    = D3DXVECTOR3(m_matView._21, m_matView._22, m_matView._23);
    m_vLookVector  = D3DXVECTOR3(m_matView._31, m_matView._32, m_matView._33);
}

//-----------------------------------------------------------------------------
// Name:CameraClass::SetProjMatrix( )
// Desc: 设置投影变换矩阵
//-----------------------------------------------------------------------------
VOID CameraClass::SetProjMatrix(D3DXMATRIX *pMatrix) 
{
    //判断值有没有,没有的话就计算一下
    if (pMatrix != NULL) 
        m_matProj = *pMatrix;
    else 
        //视截体远景设为30000.0f,这样就不怕看不到远处的物体了
        D3DXMatrixPerspectiveFovLH(&m_matProj, D3DX_PI / 4.0f, (float)((double)WINDOW_WIDTH/WINDOW_HEIGHT), 1.0f, 30000.0f);
    m_pd3dDevice->SetTransform(D3DTS_PROJECTION, &m_matProj);//设置投影变换矩阵
}

//-----------------------------------------------------------------------------
// Name:CameraClass::MoveAlongRightVec( )
// Desc: 沿右向量平移fUnits个单位
//-----------------------------------------------------------------------------
VOID CameraClass::MoveAlongRightVec(FLOAT fUnits) 
{
    //直接乘以fUnits的量来累加就行了
    m_vCameraPosition += m_vRightVector * fUnits;
    m_vTargetPosition   += m_vRightVector * fUnits;
}

//-----------------------------------------------------------------------------
// Name:CameraClass::MoveAlongUpVec( )
// Desc:  沿上向量平移fUnits个单位
//-----------------------------------------------------------------------------
VOID CameraClass::MoveAlongUpVec(FLOAT fUnits) 
{
    //直接乘以fUnits的量来累加就行了
    m_vCameraPosition += m_vUpVector * fUnits;
    m_vTargetPosition   += m_vUpVector * fUnits;
}

//-----------------------------------------------------------------------------
// Name:CameraClass::MoveAlongLookVec( )
// Desc:  沿观察向量平移fUnits个单位
//-----------------------------------------------------------------------------
VOID CameraClass::MoveAlongLookVec(FLOAT fUnits) 
{
    //直接乘以fUnits的量来累加就行了
    m_vCameraPosition += m_vLookVector * fUnits;
    m_vTargetPosition   += m_vLookVector * fUnits;
}

//-----------------------------------------------------------------------------
// Name:CameraClass::RotationRightVec( )
// Desc:  沿右向量旋转fAngle个弧度单位的角度
//-----------------------------------------------------------------------------
VOID CameraClass::RotationRightVec(FLOAT fAngle) 
{
    D3DXMATRIX R;
    D3DXMatrixRotationAxis(&R, &m_vRightVector, fAngle);       //创建出绕m_vRightVector旋转fAngle个角度的R矩阵
    //根据矩阵变换一个向量,第一个参数为输出结果,第二个参数为要被变换的向量,第三个参数为用于变换的矩阵
    D3DXVec3TransformCoord(&m_vUpVector, &m_vUpVector, &R);    //让m_vUpVector向量绕m_vRightVector旋转fAngle个角度
    D3DXVec3TransformCoord(&m_vLookVector, &m_vLookVector, &R);//让m_vLookVector向量绕m_vRightVector旋转fAngle个角度

    m_vTargetPosition = m_vLookVector * D3DXVec3Length(&m_vCameraPosition);//更新一下观察点的新位置(方向乘以模=向量)
}

//-----------------------------------------------------------------------------
// Name:CameraClass::RotationUpVec( )
// Desc:  沿上向量旋转fAngle个弧度单位的角度
//-----------------------------------------------------------------------------
VOID CameraClass::RotationUpVec(FLOAT fAngle) 
{
    D3DXMATRIX R;
    D3DXMatrixRotationAxis(&R, &m_vUpVector, fAngle);              //创建出绕m_vUpVector旋转fAngle个角度的R矩阵
    D3DXVec3TransformCoord(&m_vRightVector, &m_vRightVector, &R);  //让m_vRightVector向量绕m_vUpVector旋转fAngle个角度
    D3DXVec3TransformCoord(&m_vLookVector, &m_vLookVector, &R);    //让m_vLookVector向量绕m_vUpVector旋转fAngle个角度

    m_vTargetPosition = m_vLookVector * D3DXVec3Length(&m_vCameraPosition);//更新一下观察点的新位置(方向乘以模=向量)
}

//-----------------------------------------------------------------------------
// Name:CameraClass::RotationLookVec( )
// Desc:  沿观察向量旋转fAngle个弧度单位的角度
//-----------------------------------------------------------------------------
VOID CameraClass::RotationLookVec(FLOAT fAngle) 
{
    D3DXMATRIX R;
    D3DXMatrixRotationAxis(&R, &m_vLookVector, fAngle);            //创建出绕m_vLookVector旋转fAngle个角度的R矩阵
    D3DXVec3TransformCoord(&m_vRightVector, &m_vRightVector, &R);  //让m_vRightVector向量绕m_vLookVector旋转fAngle个角度
    D3DXVec3TransformCoord(&m_vUpVector, &m_vUpVector, &R);        //让m_vUpVector向量绕m_vLookVector旋转fAngle个角度

    m_vTargetPosition = m_vLookVector * D3DXVec3Length(&m_vCameraPosition);//更新一下观察点的新位置(方向乘以模=向量)
}


//-----------------------------------------------------------------------------
// Desc: 析构函数
//-----------------------------------------------------------------------------
CameraClass::~CameraClass(void)
{
}

调用:

Objects_Init():
描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化

// 创建并初始化虚拟摄像机
    g_pCamera = new CameraClass(g_pd3dDevice);
    g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 200.0f, -300.0f));  //设置摄像机所在的位置
    g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 300.0f, 0.0f));  //设置目标观察点所在的位置
    g_pCamera->SetViewMatrix();  //设置取景变换矩阵
    g_pCamera->SetProjMatrix();  //设置投影变换矩阵

Direct3D_Update():
描述:不是即时渲染代码但是需要即时调用的,如按键后的坐标的更改,都放在这里

// 沿摄像机各分量移动视角
    if (g_pDInput->IsKeyDown(DIK_A))  g_pCamera->MoveAlongRightVec(-0.3f);
    if (g_pDInput->IsKeyDown(DIK_D))  g_pCamera->MoveAlongRightVec( 0.3f);
    if (g_pDInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 0.3f);
    if (g_pDInput->IsKeyDown(DIK_S))  g_pCamera->MoveAlongLookVec(-0.3f);
    if (g_pDInput->IsKeyDown(DIK_R))  g_pCamera->MoveAlongUpVec( 0.3f);
    if (g_pDInput->IsKeyDown(DIK_F))  g_pCamera->MoveAlongUpVec(-0.3f);

    //沿摄像机各分量旋转视角
    if (g_pDInput->IsKeyDown(DIK_LEFT))  g_pCamera->RotationUpVec(-0.003f);
    if (g_pDInput->IsKeyDown(DIK_RIGHT))  g_pCamera->RotationUpVec( 0.003f);
    if (g_pDInput->IsKeyDown(DIK_UP))  g_pCamera->RotationRightVec(-0.003f);
    if (g_pDInput->IsKeyDown(DIK_DOWN))  g_pCamera->RotationRightVec( 0.003f);
    if (g_pDInput->IsKeyDown(DIK_Q)) g_pCamera->RotationLookVec( 0.001f);
    if (g_pDInput->IsKeyDown(DIK_E)) g_pCamera->RotationLookVec(-0.001f);


    //鼠标控制右向量和上向量的旋转
    g_pCamera->RotationUpVec(g_pDInput->MouseDX()* 0.001f);
    g_pCamera->RotationRightVec(g_pDInput->MouseDY() * 0.001f);

    //鼠标滚轮控制观察点收缩操作
    static FLOAT fPosZ=0.0f;
    fPosZ += g_pDInput->MouseDZ()*0.03f;

    //计算并设置取景变换矩阵
    D3DXMATRIX matView;
    g_pCamera->CalculateViewMatrix(&matView);
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
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