[DirectX]Programming.Role.Playing.Games:GameCore

       按照《Programming.Role.Playing.Games》书上顺序,这一次应该是是第5章,Networking with DirectPlay,看了一会准备去写代码的时候,发现DirectPlay已经不支持了,想了一下,网络这块也不是必须要用到Direct Play,就懒得再去细究了。直接跳过,到下一章,也就是本书第2部分的结束,第6章:GameCore,相当于总结一样。

       核心内容就是把之前的代码封装起来,调用方便,也没什么好说的。自己参考了一下源码和DXUT的源码,写了个静态库。突然发现自己在封装Matrix时,发现有点吃力。

#include "Math/SMatrix.h"

void SMatrix::MatrixIdentity(SMatrix* matrix)
{
	memset(matrix, 0, sizeof(SMatrix));

	matrix->v[0][0] = 1.0f;
	matrix->v[0][1] = 0.0f;
	matrix->v[0][2] = 0.0f;
	matrix->v[0][3] = 0.0f;

	matrix->v[1][0] = 0.0f;
	matrix->v[1][1] = 1.0f;
	matrix->v[1][2] = 0.0f;
	matrix->v[1][3] = 0.0f;

	matrix->v[2][0] = 0.0f;
	matrix->v[2][1] = 0.0f;
	matrix->v[2][2] = 1.0f;
	matrix->v[2][3] = 0.0f;

	matrix->v[3][0] = 0.0f;
	matrix->v[3][1] = 0.0f;
	matrix->v[3][2] = 0.0f;
	matrix->v[3][3] = 1.0f;
}

void SMatrix::GetScaleMatrix(SMatrix* scaleMatrix, const SVector3& scale)
{
	memset(scaleMatrix, 0, sizeof(SMatrix));

	scaleMatrix->v[0][0] = scale.x;
	scaleMatrix->v[0][1] = 0.0f;
	scaleMatrix->v[0][2] = 0.0f;
	scaleMatrix->v[0][3] = 0.0f;

	scaleMatrix->v[1][0] = 0.0f;
	scaleMatrix->v[1][1] = scale.y;
	scaleMatrix->v[1][2] = 0.0f;
	scaleMatrix->v[1][3] = 0.0f;

	scaleMatrix->v[2][0] = 0.0f;
	scaleMatrix->v[2][1] = 0.0f;
	scaleMatrix->v[2][2] = scale.z;
	scaleMatrix->v[2][3] = 0.0f;

	scaleMatrix->v[3][0] = 0.0f;
	scaleMatrix->v[3][1] = 0.0f;
	scaleMatrix->v[3][2] = 0.0f;
	scaleMatrix->v[3][3] = 1.0f;
}

void SMatrix::GetRotationMatrix(SMatrix* rotationMatrix, const SVector3& rotation)
{
	float xRadian, yRadian, zRadian;
	SMatrix xRotationMatrix, yRotationMatrix, zRotationMatrix;

	xRadian = rotation.x * D3DX_PI / 180.0f;
	yRadian = rotation.y * D3DX_PI / 180.0f;
	zRadian = rotation.z * D3DX_PI / 180.0f;

	// Calculate the Rotation Matrix of X axis
	memset(&xRotationMatrix, 0, sizeof(SMatrix));
	xRotationMatrix.v[0][0] = 1.0f;
	xRotationMatrix.v[0][1] = 0.0f;
	xRotationMatrix.v[0][2] = 0.0f;
	xRotationMatrix.v[0][3] = 0.0f;

	xRotationMatrix.v[1][0] = 0.0f;
	xRotationMatrix.v[1][1] = (float)cos(xRadian);
	xRotationMatrix.v[1][2] = (float)sin(xRadian);
	xRotationMatrix.v[1][3] = 0.0f;

	xRotationMatrix.v[2][0] = 0.0f;
	xRotationMatrix.v[2][1] = (float)-sin(xRadian);
	xRotationMatrix.v[2][2] = (float)cos(xRadian);
	xRotationMatrix.v[2][3] = 0.0f;

	xRotationMatrix.v[3][0] = 0.0f;
	xRotationMatrix.v[3][1] = 0.0f;
	xRotationMatrix.v[3][2] = 0.0f;
	xRotationMatrix.v[3][3] = 1.0f;

	// Calculate the Rotation Matrix of Y axis
	memset(&yRotationMatrix, 0, sizeof(SMatrix));
	yRotationMatrix.v[0][0] = (float)cos(yRadian);
	yRotationMatrix.v[0][1] = 0.0f;
	yRotationMatrix.v[0][2] = (float)-sin(yRadian);
	yRotationMatrix.v[0][3] = 0.0f;

	yRotationMatrix.v[1][0] = 0.0f;
	yRotationMatrix.v[1][1] = 1.0f;
	yRotationMatrix.v[1][2] = 0.0f;
	yRotationMatrix.v[1][3] = 0.0f;

	yRotationMatrix.v[2][0] = (float)sin(yRadian);
	yRotationMatrix.v[2][1] = 0.0f;
	yRotationMatrix.v[2][2] = (float)cos(yRadian);
	yRotationMatrix.v[2][3] = 0.0f;

	yRotationMatrix.v[3][0] = 0.0f;
	yRotationMatrix.v[3][1] = 0.0f;
	yRotationMatrix.v[3][2] = 0.0f;
	yRotationMatrix.v[3][3] = 1.0f;

	// Calculate the Rotation Matrix of Z axis
	memset(&zRotationMatrix, 0, sizeof(SMatrix));
	zRotationMatrix.v[0][0] = (float)cos(zRadian);
	zRotationMatrix.v[0][1] = (float)sin(zRadian);
	zRotationMatrix.v[0][2] = 0.0f;
	zRotationMatrix.v[0][3] = 0.0f;

	zRotationMatrix.v[1][0] = (float)-sin(zRadian);
	zRotationMatrix.v[1][1] = (float)cos(zRadian);
	zRotationMatrix.v[1][2] = 0.0f;
	zRotationMatrix.v[1][3] = 0.0f;

	zRotationMatrix.v[2][0] = 0.0f;
	zRotationMatrix.v[2][1] = 0.0f;
	zRotationMatrix.v[2][2] = 1.0f;
	zRotationMatrix.v[2][3] = 0.0f;

	zRotationMatrix.v[3][0] = 0.0f;
	zRotationMatrix.v[3][1] = 0.0f;
	zRotationMatrix.v[3][2] = 0.0f;
	zRotationMatrix.v[3][3] = 1.0f;

	MatrixIdentity(rotationMatrix);

	*rotationMatrix *= xRotationMatrix;
	*rotationMatrix *= yRotationMatrix;
	*rotationMatrix *= zRotationMatrix;
}

void SMatrix::GetTranslationMatrix(SMatrix* translationMatrix, const SVector3& position)
{
	memset(translationMatrix, 0, sizeof(SMatrix));

	translationMatrix->v[0][0] = 1.0f;
	translationMatrix->v[0][1] = 0.0f;
	translationMatrix->v[0][2] = 0.0f;
	translationMatrix->v[0][3] = 0.0f;

	translationMatrix->v[1][0] = 0.0f;
	translationMatrix->v[1][1] = 1.0f;
	translationMatrix->v[1][2] = 0.0f;
	translationMatrix->v[1][3] = 0.0f;

	translationMatrix->v[2][0] = 0.0f;
	translationMatrix->v[2][1] = 0.0f;
	translationMatrix->v[2][2] = 1.0f;
	translationMatrix->v[2][3] = 0.0f;

	translationMatrix->v[3][0] = position.x;
	translationMatrix->v[3][1] = position.y;
	translationMatrix->v[3][2] = position.z;
	translationMatrix->v[3][3] = 1.0f;
}

void SMatrix::Convert2D3DXMATRIX(D3DXMATRIX* outMatrix, const SMatrix&inputMatrix)
{
	memset(outMatrix, 0, sizeof(D3DXMATRIX));

	outMatrix->m[0][0] = inputMatrix.v[0][0];
	outMatrix->m[0][1] = inputMatrix.v[0][1];
	outMatrix->m[0][2] = inputMatrix.v[0][2];
	outMatrix->m[0][3] = inputMatrix.v[0][3];

	outMatrix->m[1][0] = inputMatrix.v[1][0];
	outMatrix->m[1][1] = inputMatrix.v[1][1];
	outMatrix->m[1][2] = inputMatrix.v[1][2];
	outMatrix->m[1][3] = inputMatrix.v[1][3];

	outMatrix->m[2][0] = inputMatrix.v[2][0];
	outMatrix->m[2][1] = inputMatrix.v[2][1];
	outMatrix->m[2][2] = inputMatrix.v[2][2];
	outMatrix->m[2][3] = inputMatrix.v[2][3];

	outMatrix->m[3][0] = inputMatrix.v[3][0];
	outMatrix->m[3][1] = inputMatrix.v[3][1];
	outMatrix->m[3][2] = inputMatrix.v[3][2];
	outMatrix->m[3][3] = inputMatrix.v[3][3];
}

SMatrix::SMatrix()
{
	v[0][0] = 0.0f;
	v[0][1] = 0.0f;
	v[0][2] = 0.0f;
	v[0][3] = 0.0f;

	v[1][0] = 0.0f;
	v[1][1] = 0.0f;
	v[1][2] = 0.0f;
	v[1][3] = 0.0f;

	v[2][0] = 0.0f;
	v[2][1] = 0.0f;
	v[2][2] = 0.0f;
	v[2][3] = 0.0f;

	v[3][0] = 0.0f;
	v[3][1] = 0.0f;
	v[3][2] = 0.0f;
	v[3][3] = 0.0f;
}

SMatrix::SMatrix(float v00, float v01, float v02, float v03,
	float v10, float v11, float v12, float v13,
	float v20, float v21, float v22, float v23,
	float v30, float v31, float v32, float v33)
{
	v[0][0] = v00;
	v[0][1] = v01;
	v[0][2] = v02;
	v[0][3] = v03;

	v[1][0] = v10;
	v[1][1] = v11;
	v[1][2] = v12;
	v[1][3] = v13;

	v[2][0] = v20;
	v[2][1] = v21;
	v[2][2] = v22;
	v[2][3] = v23;

	v[3][0] = v30;
	v[3][1] = v31;
	v[3][2] = v32;
	v[3][3] = v33;
}

SMatrix SMatrix::operator=(const SMatrix& value)
{
	v[0][0] = value.v[0][0];
	v[0][1] = value.v[0][1];
	v[0][2] = value.v[0][2];
	v[0][3] = value.v[0][3];

	v[1][0] = value.v[1][0];
	v[1][1] = value.v[1][1];
	v[1][2] = value.v[1][2];
	v[1][3] = value.v[1][3];

	v[2][0] = value.v[2][0];
	v[2][1] = value.v[2][1];
	v[2][2] = value.v[2][2];
	v[2][3] = value.v[2][3];

	v[3][0] = value.v[3][0];
	v[3][1] = value.v[3][1];
	v[3][2] = value.v[3][2];
	v[3][3] = value.v[3][3];

	return *this;
}

SMatrix SMatrix::operator=(const D3DXMATRIX& value)
{
	v[0][0] = value.m[0][0];
	v[0][1] = value.m[0][1];
	v[0][2] = value.m[0][2];
	v[0][3] = value.m[0][3];

	v[1][0] = value.m[1][0];
	v[1][1] = value.m[1][1];
	v[1][2] = value.m[1][2];
	v[1][3] = value.m[1][3];

	v[2][0] = value.m[2][0];
	v[2][1] = value.m[2][1];
	v[2][2] = value.m[2][2];
	v[2][3] = value.m[2][3];

	v[3][0] = value.m[3][0];
	v[3][1] = value.m[3][1];
	v[3][2] = value.m[3][2];
	v[3][3] = value.m[3][3];

	return *this;
}

SMatrix SMatrix::operator*(const SMatrix& value)
{
	SMatrix result;
	float v0, v1, v2, v3;

	memset(&result, 0, sizeof(SMatrix));

	v0 = (*this).v[0][0];
	v1 = (*this).v[0][1];
	v2 = (*this).v[0][2];
	v3 = (*this).v[0][3];

	result.v[0][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	result.v[0][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	result.v[0][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	result.v[0][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	v0 = (*this).v[1][0];
	v1 = (*this).v[1][1];
	v2 = (*this).v[1][2];
	v3 = (*this).v[1][3];

	result.v[1][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	result.v[1][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	result.v[1][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	result.v[1][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	v0 = (*this).v[2][0];
	v1 = (*this).v[2][1];
	v2 = (*this).v[2][2];
	v3 = (*this).v[2][3];

	result.v[2][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	result.v[2][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	result.v[2][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	result.v[2][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	v0 = (*this).v[3][0];
	v1 = (*this).v[3][1];
	v2 = (*this).v[3][2];
	v3 = (*this).v[3][3];

	result.v[3][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	result.v[3][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	result.v[3][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	result.v[3][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	return result;
}

SMatrix SMatrix::operator*=(const SMatrix& value)
{
	float v0, v1, v2, v3;

	v0 = v[0][0];
	v1 = v[0][1];
	v2 = v[0][2];
	v3 = v[0][3];

	v[0][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	v[0][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	v[0][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	v[0][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	v0 = v[1][0];
	v1 = v[1][1];
	v2 = v[1][2];
	v3 = v[1][3];

	v[1][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	v[1][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	v[1][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	v[1][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	v0 = v[2][0];
	v1 = v[2][1];
	v2 = v[2][2];
	v3 = v[2][3];

	v[2][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	v[2][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	v[2][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	v[2][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	v0 = v[3][0];
	v1 = v[3][1];
	v2 = v[3][2];
	v3 = v[3][3];

	v[3][0] = v0 * value.v[0][0] + v1 * value.v[1][0] + v2 * value.v[2][0] + v3 * value.v[3][0];
	v[3][1] = v0 * value.v[0][1] + v1 * value.v[1][1] + v2 * value.v[2][1] + v3 * value.v[3][1];
	v[3][2] = v0 * value.v[0][2] + v1 * value.v[1][2] + v2 * value.v[2][2] + v3 * value.v[3][2];
	v[3][3] = v0 * value.v[0][3] + v1 * value.v[1][3] + v2 * value.v[2][3] + v3 * value.v[3][3];

	return *this;
}

       代码其实8月份就写好了,主要是项目正处于测试调整阶段,自己又试着把之前用DX9写的代码都接入自己写的静态库,就推迟了很久。估计接下来《Programming.Role.Playing.Games》的学习也会停下来,还需要再重头看一遍。因为需要把之前HLSL的代码在试着改一遍。

源码下载:下载地址

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值