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 D3DXVECTOR3 m_vNewXAxis; D3DXVECTOR3 m_vNewZAxis; 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 void ThirdPersonRotationX(float angle);//第三人称摄像头绕右分量向量旋转 void ThirdPersonRotationY(float angle);//第三人称摄像头绕上分量向量旋转 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向量旋转 VOID RotationUpVec(FLOAT fAngle); // 绕up向量旋转 VOID RotationLookVec(FLOAT fAngle); // 绕look向量旋转 //返回一个 public: //构造函数和析构函数 CameraClass(IDirect3DDevice9 *pd3dDevice); //构造函数 virtual ~CameraClass(void); //析//=======================================================================// 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 卓腾璋 //=============================================================================#include "CameraClass.h"
#ifndef SCREEN_WIDTH #define SCREEN_WIDTH 800 //为窗口宽度定义的宏,以方便在此处修改窗口宽度 #define SCREEN_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 D3DXVec3Normalize(&m_vLookVector, &m_vLookVector); //规范化观察分量 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) //m_vLookVector=m_vTargetPosition-m_vCameraPosition; //D3DXVec3Normalize(&m_vLookVector, &m_vLookVector); //规范化观察分量 } //----------------------------------------------------------------------------- // 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 D3DXMatrixPerspectiveFovLH(&m_matProj, D3DX_PI / 4.0f, (float)((double)SCREEN_WIDTH/SCREEN_HEIGHT), 1.0f, 300000.0f);//视截体远景设大一点,这样就不怕看不到远处的物体了 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
// 第一人称 //----------------------------------------------------------------------------- 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 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
// 第一人称 //----------------------------------------------------------------------------- VOID CameraClass::RotationUpVec(FLOAT fAngle) { D3DXMATRIX R; D3DXVECTOR3 m_matup= D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXMatrixRotationAxis(&R, &m_matup, fAngle);//创建出绕上向量旋转fAngle个角度的R矩阵 ,为了保持视野平衡对称 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
// 第一人称 //----------------------------------------------------------------------------- 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) } //--------------------------------------------------------------------------------- //第3人称摄象机旋转 角色跟随,需要setTargetePosition和setCameraPosition实现左右平移 //--------------------------------------------------------------------------------- void CameraClass::ThirdPersonRotationX(float angle) { D3DXMATRIX matRotationX; D3DXVECTOR3 vNewEye,vTemp; //D3DXVec3Normalize(&m_vNewZAxis,&(m_vLookat-m_vEye));
//叉乘求得right向量
D3DXVec3Cross(&m_vNewXAxis, &(m_vTargetPosition-m_vCameraPosition), &m_vUpVector);
D3DXMatrixRotationAxis(&matRotationX, &m_vNewXAxis, angle);//求得绕right旋转angle角度的矩阵 D3DXVec3TransformCoord(&vNewEye,&(m_vCameraPosition-m_vTargetPosition),&matRotationX); D3DXVec3TransformCoord(&m_vLookVector,&m_vLookVector,&matRotationX); D3DXVec3TransformCoord(&m_vUpVector,&m_vUpVector,&matRotationX); vNewEye += m_vTargetPosition; D3DXVec3Normalize(&vTemp,&(m_vTargetPosition - vNewEye)); float fAngle = D3DXVec3Dot(&vTemp,&m_vUpVector); if(fAngle < (-0.95f) || fAngle > 0.95f) { return ; } m_vCameraPosition = vNewEye; } void CameraClass::ThirdPersonRotationY(float angle) { D3DXMATRIX matRotationY; D3DXVECTOR3 vtemp; D3DXVECTOR3 m_matup= D3DXVECTOR3(0.0f, 1.0f, 0.0f); D3DXMatrixRotationAxis(&matRotationY, &m_matup, angle);//求得绕标准上向量旋转angle的矩阵,保持法线向上 D3DXVec3TransformCoord(&vtemp,&(m_vCameraPosition-m_vTargetPosition),&matRotationY); D3DXVec3TransformCoord(&m_vRightVector,&m_vRightVector,&matRotationY); D3DXVec3TransformCoord(&m_vLookVector,&m_vLookVector,&matRotationY); m_vCameraPosition= m_vTargetPosition+vtemp; } //----------------------------------------------------------------------------- // Desc: 析构函数 //----------------------------------------------------------------------------- CameraClass::~CameraClass(void) { }
可实现第一人称和第三人称的camera旋转,方法自调