http://hi.baidu.com/zyb_debug/blog/item/a5cd0251412e196b84352488.html
龙书上的camera,可重用,直接看代码和注释吧。
zybCamera.cpp
龙书上的camera,可重用,直接看代码和注释吧。
zybCamera.h
1
#ifndef ZYB_CAMERAL_H
2
#define
ZYB_CAMERAL_H
3![](http://img.e-com-net.com/image/product/696412be261e44caa983ccc5cd2a1540.gif)
4
namespace
zyb
5![](http://img.e-com-net.com/image/product/44df1c303f404ee184fdd8904c682a7f.gif)
{
6![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
7![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
8
class zybCamera
9![](http://img.e-com-net.com/image/product/16676c75a1f24c2286f9cfe3320175c2.gif)
![](http://img.e-com-net.com/image/product/b5abf8d594ba49098bdc3fa165ae14f7.gif)
{
10
public:
11![](http://img.e-com-net.com/image/product/16676c75a1f24c2286f9cfe3320175c2.gif)
enum CameraType
{LANDOBJECT,AIRCRAFT};
12![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
13
zybCamera();
14
zybCamera(CameraType cameraType);
15
~zybCamera();
16![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
17
void strafe(float units); //横移 左右
18
void fly(float units); //上下
19
void walk(float units); //前后
20![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
21
22
void pitch(float angle); //俯仰,沿x轴,也就是右向量的旋转
23
//实际效果是飞机机头的升降
24![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
25
void yaw(float angle); //偏航,沿y轴,也就是上向量的旋转
26![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
27
void roll(float angle); //左右倒,沿周,也就是前向量的旋转
28
//实际效果是飞机的机翼左右倒
29![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
30
void getViewMatrix(D3DXMATRIX* V); //获取摄像机矩阵
31
void setCameraType(CameraType cameraType); //设置摄像机的类型
32
void getPosition(D3DXVECTOR3* pos); //得到摄像机的位置
33
void setPosition(D3DXVECTOR3* pos); //设置摄像机的位置
34![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
35
void getRight(D3DXVECTOR3* right); //得到摄像机的右向量,在世界坐标系
36
void getUp(D3DXVECTOR3* up); //得到摄像机的上向量,在世界坐标系
37
void getLook(D3DXVECTOR3* look); //得到摄像机的前向量,在世界坐标系
38![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
39
private:
40
CameraType _cameraType; //摄像机类型
41
D3DXVECTOR3 _right; //右向量
42
D3DXVECTOR3 _up; //上向量
43
D3DXVECTOR3 _look; //前向量
44
D3DXVECTOR3 _pos; //摄像机在世界坐标系中的位置
45![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
46
};
47![](http://img.e-com-net.com/image/product/58b5517de74d4214832479bcb515bf73.gif)
48
}
49![](http://img.e-com-net.com/image/product/696412be261e44caa983ccc5cd2a1540.gif)
50![](http://img.e-com-net.com/image/product/696412be261e44caa983ccc5cd2a1540.gif)
51
#endif
52![](http://img.e-com-net.com/image/product/696412be261e44caa983ccc5cd2a1540.gif)
53
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zybCamera.cpp
1
#include
"
DXUT.h
"
2 #include " zybCamera.h "
3
4 namespace zyb
5 {
6
7 // =========================================
8 /* *
9 @brief 初始化位置为坐标原点(世界坐标系)
10 右向量为x轴正向单位向量
11 上向量为y轴正向单位向量
12 前向量为z轴正向单位向量
13 @param
14 @return
15 */
16 // =========================================
17 zybCamera::zybCamera()
18 {
19
20 _cameraType = AIRCRAFT;
21
22 _pos = D3DXVECTOR3( 0.0f , 0.0f , 0.0f );
23 _right = D3DXVECTOR3( 1.0f , 0.0f , 0.0f );
24 _up = D3DXVECTOR3( 0.0f , 1.0f , 0.0f );
25 _look = D3DXVECTOR3( 0.0f , 0.0f , 1.0f );
26
27 }
28
29 zybCamera::zybCamera(zyb::zybCamera::CameraType cameraType)
30 {
31 _cameraType = cameraType;
32
33 _pos = D3DXVECTOR3( 0.0f , 0.0f , 0.0f );
34 _right = D3DXVECTOR3( 1.0f , 0.0f , 0.0f );
35 _up = D3DXVECTOR3( 0.0f , 1.0f , 0.0f );
36 _look = D3DXVECTOR3( 0.0f , 0.0f , 1.0f );
37
38
39 }
40
41 zybCamera:: ~ zybCamera()
42 {
43
44 }
45
46 // =========================================
47 /* *
48 @brief 如果是飞机类型的相机,那么横移只是
49 摄像机右向量方向上的移动(世界坐标系)
50 如果陆地类型的相机,那么横移方向不包括右方向
51 y项分量的移动
52 @param
53 @return
54 */
55 // =========================================
56 void zybCamera::strafe( float units)
57 {
58 if ( _cameraType == LANDOBJECT )
59 _pos += D3DXVECTOR3(_right.x, 0.0f , _right.z) * units;
60
61 if ( _cameraType == AIRCRAFT )
62 _pos += _right * units;
63
64 }
65
66
67 // =========================================
68 /* *
69 @brief 如果是飞机类型的相机,那么摄像机随着摄像机上
70 向量的方向移动
71
72 如果陆地类型的相机,那么只增加摄像机的位置的y分量
73
74 @param
75 @return
76 */
77 // =========================================
78
79 void zybCamera::fly( float units)
80 {
81 if ( _cameraType == LANDOBJECT )
82 _pos.y += units;
83
84 if ( _cameraType == AIRCRAFT )
85 _pos += _up * units;
86
87 }
88
89 // =========================================
90 /* *
91 如果是飞机类型的相机,那么前行只是
92 摄像机前向量方向上的移动(世界坐标系)
93 如果陆地类型的相机,那么前行方向不包括look方向
94 y项的移动
95 */
96 // =========================================
97 void zybCamera::walk( float units)
98 {
99 if (_cameraType == LANDOBJECT)
100 {
101 _pos += D3DXVECTOR3(_look.x, 0.0f , _look.z) * units;
102 }
103 else
104 {
105 _pos += _look * units;
106 }
107
108 }
109
110
111 // =========================================
112 /* *
113 @brief 计算绕右向量旋转的矩阵,然后
114 上向量和前向量乘以这个矩阵得到现在
115 的上向量和前向量,为什么右向量不变?
116 因为上向量和前向量同时旋转一个角度,那么
117 它们形成的平面还是和右向量是垂直的
118 @param
119 @return
120 */
121 // =========================================
122 void zybCamera::pitch( float angle)
123 {
124 D3DXMATRIX T;
125 D3DXMatrixRotationAxis( & T, & _right, angle);
126
127
128 D3DXVec3TransformCoord( & _up, & _up, & T);
129 D3DXVec3TransformCoord( & _look, & _look, & T);
130
131 }
132
133 // =========================================
134 /* *
135 @brief 如果是陆地型摄像机,直接绕世界坐标y轴旋转
136 @param 如果是飞机型摄像机,绕摄像机的y轴转动
137 @return
138 */
139 // =========================================
140 void zybCamera::yaw( float angle)
141 {
142
143
144 D3DXMATRIX T;
145
146 // rotate around world y (0, 1, 0) always for land object
147 if ( _cameraType == LANDOBJECT )
148 D3DXMatrixRotationY( & T, angle);
149
150 // rotate around own up vector for aircraft
151 if ( _cameraType == AIRCRAFT )
152 D3DXMatrixRotationAxis( & T, & _up, angle);
153
154 // rotate _right and _look around _up or y-axis
155 D3DXVec3TransformCoord( & _right, & _right, & T);
156 D3DXVec3TransformCoord( & _look, & _look, & T);
157
158 }
159
160 // =========================================
161 /* *
162 @brief 只针对飞机型摄像机才有绕前向量的旋转,也就是左右晃
163 @param
164 @return
165 */
166 // =========================================
167 void zybCamera::roll( float angle)
168 {
169 // only roll for aircraft type
170 if ( _cameraType == AIRCRAFT )
171 {
172 D3DXMATRIX T;
173 D3DXMatrixRotationAxis( & T, & _look, angle);
174
175 // rotate _up and _right around _look vector
176 D3DXVec3TransformCoord( & _right, & _right, & T);
177 D3DXVec3TransformCoord( & _up, & _up, & T);
178 }
179
180
181 }
182
183
184 // =========================================
185 /* *
186 @brief 计算摄像机矩阵,这个可以去看有关的数学知识
187 摄像机变换
188 就是根据3个向量来进行摄像机变换
189
190 思路:点世界变幻的逆运算就是摄像机变换
191 @param
192 @return
193 */
194 // =========================================
195
196 void zybCamera::getViewMatrix(D3DXMATRIX * V)
197 {
198 // Keep camera's axes orthogonal to eachother
199 D3DXVec3Normalize( & _look, & _look);
200
201 D3DXVec3Cross( & _up, & _look, & _right);
202 D3DXVec3Normalize( & _up, & _up);
203
204 D3DXVec3Cross( & _right, & _up, & _look);
205 D3DXVec3Normalize( & _right, & _right);
206
207 // Build the view matrix:
208 float x = - D3DXVec3Dot( & _right, & _pos);
209 float y = - D3DXVec3Dot( & _up, & _pos);
210 float z = - D3DXVec3Dot( & _look, & _pos);
211
212 ( * V)( 0 , 0 ) = _right.x; ( * V)( 0 , 1 ) = _up.x; ( * V)( 0 , 2 ) = _look.x; ( * V)( 0 , 3 ) = 0.0f ;
213 ( * V)( 1 , 0 ) = _right.y; ( * V)( 1 , 1 ) = _up.y; ( * V)( 1 , 2 ) = _look.y; ( * V)( 1 , 3 ) = 0.0f ;
214 ( * V)( 2 , 0 ) = _right.z; ( * V)( 2 , 1 ) = _up.z; ( * V)( 2 , 2 ) = _look.z; ( * V)( 2 , 3 ) = 0.0f ;
215 ( * V)( 3 , 0 ) = x; ( * V)( 3 , 1 ) = y; ( * V)( 3 , 2 ) = z; ( * V)( 3 , 3 ) = 1.0f ;
216
217 }
218
219 void zybCamera::setCameraType(CameraType cameraType)
220 {
221 _cameraType = cameraType;
222
223
224 }
225 // =========================================
226 /* *
227 @brief 简单的getSet
228 @param
229 @return
230 */
231 // =========================================
232
233 void zybCamera::getPosition(D3DXVECTOR3 * pos)
234 {
235 * pos = _pos;
236
237 }
238
239 void zybCamera::setPosition(D3DXVECTOR3 * pos)
240 {
241 _pos = * pos;
242
243 }
244
245 void zybCamera::getRight(D3DXVECTOR3 * right)
246 {
247 * right = _right;
248 }
249
250 void zybCamera::getUp(D3DXVECTOR3 * up)
251 {
252 * up = _up;
253 }
254
255 void zybCamera::getLook(D3DXVECTOR3 * look)
256 {
257 * look = _look;
258 }
259
260
261
262
263
264 }
265
2 #include " zybCamera.h "
3
4 namespace zyb
5 {
6
7 // =========================================
8 /* *
9 @brief 初始化位置为坐标原点(世界坐标系)
10 右向量为x轴正向单位向量
11 上向量为y轴正向单位向量
12 前向量为z轴正向单位向量
13 @param
14 @return
15 */
16 // =========================================
17 zybCamera::zybCamera()
18 {
19
20 _cameraType = AIRCRAFT;
21
22 _pos = D3DXVECTOR3( 0.0f , 0.0f , 0.0f );
23 _right = D3DXVECTOR3( 1.0f , 0.0f , 0.0f );
24 _up = D3DXVECTOR3( 0.0f , 1.0f , 0.0f );
25 _look = D3DXVECTOR3( 0.0f , 0.0f , 1.0f );
26
27 }
28
29 zybCamera::zybCamera(zyb::zybCamera::CameraType cameraType)
30 {
31 _cameraType = cameraType;
32
33 _pos = D3DXVECTOR3( 0.0f , 0.0f , 0.0f );
34 _right = D3DXVECTOR3( 1.0f , 0.0f , 0.0f );
35 _up = D3DXVECTOR3( 0.0f , 1.0f , 0.0f );
36 _look = D3DXVECTOR3( 0.0f , 0.0f , 1.0f );
37
38
39 }
40
41 zybCamera:: ~ zybCamera()
42 {
43
44 }
45
46 // =========================================
47 /* *
48 @brief 如果是飞机类型的相机,那么横移只是
49 摄像机右向量方向上的移动(世界坐标系)
50 如果陆地类型的相机,那么横移方向不包括右方向
51 y项分量的移动
52 @param
53 @return
54 */
55 // =========================================
56 void zybCamera::strafe( float units)
57 {
58 if ( _cameraType == LANDOBJECT )
59 _pos += D3DXVECTOR3(_right.x, 0.0f , _right.z) * units;
60
61 if ( _cameraType == AIRCRAFT )
62 _pos += _right * units;
63
64 }
65
66
67 // =========================================
68 /* *
69 @brief 如果是飞机类型的相机,那么摄像机随着摄像机上
70 向量的方向移动
71
72 如果陆地类型的相机,那么只增加摄像机的位置的y分量
73
74 @param
75 @return
76 */
77 // =========================================
78
79 void zybCamera::fly( float units)
80 {
81 if ( _cameraType == LANDOBJECT )
82 _pos.y += units;
83
84 if ( _cameraType == AIRCRAFT )
85 _pos += _up * units;
86
87 }
88
89 // =========================================
90 /* *
91 如果是飞机类型的相机,那么前行只是
92 摄像机前向量方向上的移动(世界坐标系)
93 如果陆地类型的相机,那么前行方向不包括look方向
94 y项的移动
95 */
96 // =========================================
97 void zybCamera::walk( float units)
98 {
99 if (_cameraType == LANDOBJECT)
100 {
101 _pos += D3DXVECTOR3(_look.x, 0.0f , _look.z) * units;
102 }
103 else
104 {
105 _pos += _look * units;
106 }
107
108 }
109
110
111 // =========================================
112 /* *
113 @brief 计算绕右向量旋转的矩阵,然后
114 上向量和前向量乘以这个矩阵得到现在
115 的上向量和前向量,为什么右向量不变?
116 因为上向量和前向量同时旋转一个角度,那么
117 它们形成的平面还是和右向量是垂直的
118 @param
119 @return
120 */
121 // =========================================
122 void zybCamera::pitch( float angle)
123 {
124 D3DXMATRIX T;
125 D3DXMatrixRotationAxis( & T, & _right, angle);
126
127
128 D3DXVec3TransformCoord( & _up, & _up, & T);
129 D3DXVec3TransformCoord( & _look, & _look, & T);
130
131 }
132
133 // =========================================
134 /* *
135 @brief 如果是陆地型摄像机,直接绕世界坐标y轴旋转
136 @param 如果是飞机型摄像机,绕摄像机的y轴转动
137 @return
138 */
139 // =========================================
140 void zybCamera::yaw( float angle)
141 {
142
143
144 D3DXMATRIX T;
145
146 // rotate around world y (0, 1, 0) always for land object
147 if ( _cameraType == LANDOBJECT )
148 D3DXMatrixRotationY( & T, angle);
149
150 // rotate around own up vector for aircraft
151 if ( _cameraType == AIRCRAFT )
152 D3DXMatrixRotationAxis( & T, & _up, angle);
153
154 // rotate _right and _look around _up or y-axis
155 D3DXVec3TransformCoord( & _right, & _right, & T);
156 D3DXVec3TransformCoord( & _look, & _look, & T);
157
158 }
159
160 // =========================================
161 /* *
162 @brief 只针对飞机型摄像机才有绕前向量的旋转,也就是左右晃
163 @param
164 @return
165 */
166 // =========================================
167 void zybCamera::roll( float angle)
168 {
169 // only roll for aircraft type
170 if ( _cameraType == AIRCRAFT )
171 {
172 D3DXMATRIX T;
173 D3DXMatrixRotationAxis( & T, & _look, angle);
174
175 // rotate _up and _right around _look vector
176 D3DXVec3TransformCoord( & _right, & _right, & T);
177 D3DXVec3TransformCoord( & _up, & _up, & T);
178 }
179
180
181 }
182
183
184 // =========================================
185 /* *
186 @brief 计算摄像机矩阵,这个可以去看有关的数学知识
187 摄像机变换
188 就是根据3个向量来进行摄像机变换
189
190 思路:点世界变幻的逆运算就是摄像机变换
191 @param
192 @return
193 */
194 // =========================================
195
196 void zybCamera::getViewMatrix(D3DXMATRIX * V)
197 {
198 // Keep camera's axes orthogonal to eachother
199 D3DXVec3Normalize( & _look, & _look);
200
201 D3DXVec3Cross( & _up, & _look, & _right);
202 D3DXVec3Normalize( & _up, & _up);
203
204 D3DXVec3Cross( & _right, & _up, & _look);
205 D3DXVec3Normalize( & _right, & _right);
206
207 // Build the view matrix:
208 float x = - D3DXVec3Dot( & _right, & _pos);
209 float y = - D3DXVec3Dot( & _up, & _pos);
210 float z = - D3DXVec3Dot( & _look, & _pos);
211
212 ( * V)( 0 , 0 ) = _right.x; ( * V)( 0 , 1 ) = _up.x; ( * V)( 0 , 2 ) = _look.x; ( * V)( 0 , 3 ) = 0.0f ;
213 ( * V)( 1 , 0 ) = _right.y; ( * V)( 1 , 1 ) = _up.y; ( * V)( 1 , 2 ) = _look.y; ( * V)( 1 , 3 ) = 0.0f ;
214 ( * V)( 2 , 0 ) = _right.z; ( * V)( 2 , 1 ) = _up.z; ( * V)( 2 , 2 ) = _look.z; ( * V)( 2 , 3 ) = 0.0f ;
215 ( * V)( 3 , 0 ) = x; ( * V)( 3 , 1 ) = y; ( * V)( 3 , 2 ) = z; ( * V)( 3 , 3 ) = 1.0f ;
216
217 }
218
219 void zybCamera::setCameraType(CameraType cameraType)
220 {
221 _cameraType = cameraType;
222
223
224 }
225 // =========================================
226 /* *
227 @brief 简单的getSet
228 @param
229 @return
230 */
231 // =========================================
232
233 void zybCamera::getPosition(D3DXVECTOR3 * pos)
234 {
235 * pos = _pos;
236
237 }
238
239 void zybCamera::setPosition(D3DXVECTOR3 * pos)
240 {
241 _pos = * pos;
242
243 }
244
245 void zybCamera::getRight(D3DXVECTOR3 * right)
246 {
247 * right = _right;
248 }
249
250 void zybCamera::getUp(D3DXVECTOR3 * up)
251 {
252 * up = _up;
253 }
254
255 void zybCamera::getLook(D3DXVECTOR3 * look)
256 {
257 * look = _look;
258 }
259
260
261
262
263
264 }
265
Posted on 2009-08-23 08:54 zyb_debug 阅读(1172) 评论(3) 编辑 收藏 引用
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