如今將又一次制定一個camera攝像機。能夠自由移動。
比方前進 后退,上游 下潛。 各個方向渲染之類的。
首先設置按鍵。
這個時候須要在
XWindow.h 里面
bool XWindow::frame()
{//推斷是否按下ESC鍵if(x_input->isKeyDown(VK_ESCAPE))return false;//假設A,S,D,W,Q,E,Z,X,C鍵按下。移動攝像機 if(GetAsyncKeyState('W') & 0x8000) //前后 x_graphics->x_camera->walk(-0.1f); if(GetAsyncKeyState('S') & 0x8000) x_graphics->x_camera->walk(0.1f); if(GetAsyncKeyState('A') & 0x8000) //左右 x_graphics->x_camera->strafe(-0.1f); if(GetAsyncKeyState('D') & 0x8000) x_graphics->x_camera->strafe(0.1f); //if(GetAsyncKeyState('Q') & 0x8000) //上下 // x_graphics->x_camera->fly(-0.1f); //if(GetAsyncKeyState('E') & 0x8000) // x_graphics->x_camera->fly(0.1f); //if(GetAsyncKeyState('Z') & 0x8000) // x_graphics->x_camera->pitch(PI/180); //if(GetAsyncKeyState('X') & 0x8000) // x_graphics->x_camera->yaw(PI/180); //if(GetAsyncKeyState('C') & 0x8000) // x_graphics->x_camera->roll(PI/180);//動畫。旋轉攝像機 //x_graphics->x_camera->roll(PI/180);//開始渲染return x_graphics->frame();
}
加入一些按鍵。假設報錯的話, 可能是x_camera 在XGraphics.h 類里面是私有的,能夠設置成公有 private: bool render();
public:XCamera *x_camera;//攝像機
private:XD3Device *x_d3d;//3D設備XModel *x_model;//模型XShader *x_shader;//渲染器HWND hwnd;
然后非常easy吧
然后就是改動攝像機了
先上代碼再解說吧
#pragma once
#include <xnamath.h>
class XCamera
{
public:enum CameraType { LANDOBJECT, AIRCRAFT };XCamera();void strafe(float units); // l左右//void fly(float units); // 上下void walk(float units); // 前后//void pitch(float angle); // 旋轉view坐標系right向量//void yaw(float angle); // 旋轉up向量//void roll(float angle); // 旋轉look向量void getViewMatrix(XMMATRIX& V); void setCameraType(CameraType cameraType); void getPosition(XMFLOAT3* pos); void setPosition(XMFLOAT3* pos); void getRight(XMFLOAT3* right);void getUp(XMFLOAT3* up);void getLook(XMFLOAT3* look);
private:CameraType _cameraType;XMFLOAT3 _right,_up,_look,_pos;
};
XCamera::XCamera()
{_cameraType=AIRCRAFT;_pos=XMFLOAT3(0.0f, 0.0f, -10.0f);_right=XMFLOAT3(1.0f,0.0f,0.0f);_up=XMFLOAT3(0.0f,1.0f,0.0f);_look=XMFLOAT3(0.0f,0.0f,1.0f);
}
void XCamera::getPosition(XMFLOAT3* pos)
{*pos = _pos;
}void XCamera::setPosition(XMFLOAT3* pos)
{_pos = *pos;
}void XCamera::getRight(XMFLOAT3* right)
{*right = _right;
}void XCamera::getUp(XMFLOAT3* up)
{*up = _up;
}void XCamera::getLook(XMFLOAT3* look)
{*look = _look;
}//行走,沿著攝像機觀察方向的移動
void XCamera::walk(float units)
{XMVECTOR vpos,vlook;vpos=XMLoadFloat3(&_pos);vlook=XMLoadFloat3(&_look);// 僅在x,z平面移動if( _cameraType == LANDOBJECT ){vpos += XMVectorSet(_look.x, 0.0f, _look.z,0)*units;}if( _cameraType == AIRCRAFT )vpos += vlook * units;XMStoreFloat3(&_pos,vpos);
}//掃視。是指保持觀察方向不變,沿向量right方向從一邊平移到還有一邊
void XCamera::strafe(float units)
{XMVECTOR vpos,vright;vpos=XMLoadFloat3(&_pos);vright=XMLoadFloat3(&_right);// 僅在x,z平面移動if( _cameraType == LANDOBJECT )vpos += XMVectorSet(_right.x, 0.0f, _right.z,0.0f) * units;if( _cameraType == AIRCRAFT )vpos += vright * units;XMStoreFloat3(&_pos,vpos);
}/*
//飛行模式,升降,指沿著向量up方向的移動
void XCamera::fly(float units)
{// 僅在y軸移動if( _cameraType == LANDOBJECT )_pos.y += units;if( _cameraType == AIRCRAFT )_pos += _up * units;
}void XCamera::pitch(float angle)
{XMMATRIX T;T=XMMatrixRotationAxis( _right, angle);// 繞著right向量。旋轉up和look_up=XMVector3TransformCoord(_up,_up, T);_look=XMVector3TransformCoord(_look, T);
}void XCamera::yaw(float angle)
{D3DXMATRIX T;//對LANDOBJECT,總是繞著(0,1,0)旋轉。
if( _cameraType == LANDOBJECT ) T=XMMatrixRotationY(angle); //對于aircraft,繞著up向量旋轉 if( _cameraType == AIRCRAFT ) T=XMMatrixRotationAxis(_up, angle); // 繞著up或者y軸,旋轉right和look _right=XMVector3TransformCoord(_right, T); _look=XMVector3TransformCoord(_look, T); } void XCamera::roll(float angle) { //僅僅對aircraft模式才左roll旋轉 if( _cameraType == AIRCRAFT ) { D3DXMATRIX T; T=XMMatrixRotationAxis(_look, angle); // 繞著look向量,旋轉up和right _right=XMVector3TransformCoord(_right, T); _up=XMVector3TransformCoord(_up, T); } } */ void XCamera::getViewMatrix(XMMATRIX &V) { XMVECTOR vlook,vup,vright,vpos; vpos=XMLoadFloat3(&_pos); vlook=XMLoadFloat3(&_look); vup=XMLoadFloat3(&_up); vright=XMLoadFloat3(&_right); // 保持view局部坐標系,各軸的彼此正交 vlook=XMVector3Normalize(vlook); // look X right vup=XMVector3Cross(vlook, vright); vup=XMVector3Normalize(vup); vright=XMVector3Cross(vup, vlook); vright=XMVector3Normalize(vright); V=XMMatrixLookAtLH( vpos,vlook, vup); // 生成view矩陣: //float x = -D3DXVec3Dot(&_right, &_pos); //float y = -D3DXVec3Dot(&_up, &_pos); //float z = -D3DXVec3Dot(&_look, &_pos); //(*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; } void XCamera::setCameraType(CameraType cameraType) { _cameraType = cameraType; }
凝視掉的地方是一個坑。為什么呢。
以下就要講XMVECTOR 和XMFloat3的差別
前者是向量。后者就是一個點結構
前者支持各種運算。
差 點 ?乘 加減
后者 僅僅能賦值啊什么的。
是不是特別奇怪。
由于XMVECTOR
看源代碼
// Vector intrinsic: Four 32 bit floating point components aligned on a 16 byte
// boundary and mapped to hardware vector registers
#if defined(_XM_SSE_INTRINSICS_) && !defined(_XM_NO_INTRINSICS_)
typedef __m128 XMVECTOR;
#else
128位懂了吧。不能隨便玩, 不然會報錯 涉及到對齊問題
上節說了。全局變量和局部變量能夠用XMVECTOR 可是類變量不建議用
偏偏這個攝像機是類變量。
作死啊。僅僅有設成XMFloat3了
看源代碼
// 3D Vector; 32 bit floating point components
typedef struct _XMFLOAT3
{FLOAT x;FLOAT y;FLOAT z;#ifdef __cplusplus_XMFLOAT3() {};_XMFLOAT3(FLOAT _x, FLOAT _y, FLOAT _z) : x(_x), y(_y), z(_z) {};_XMFLOAT3(CONST FLOAT *pArray);_XMFLOAT3& operator= (CONST _XMFLOAT3& Float3);#endif // __cplusplus
32位的 僅僅能賦值 怎么玩 怎么玩?
上面攝像機類加凝視了的函數是之前悲劇了的,我以為Float能夠做運算。結果悲劇了。
后來查了一下。 能夠用一個轉換
XMVECTOR vpos,vright;vpos=XMLoadFloat3(&_pos);vright=XMLoadFloat3(&_right);// 僅在x,z平面移動if( _cameraType == LANDOBJECT )vpos += XMVectorSet(_right.x, 0.0f, _right.z,0.0f) * units;if( _cameraType == AIRCRAFT )vpos += vright * units;XMStoreFloat3(&_pos,vpos);
看懂了嗎 看懂了嗎。 先load 把float裝到vector局部變量 ?然后進行運算
運算完畢后 ?再store?
是不是非常煩
是不是
沒辦法。
眼下我僅僅會這樣弄。你嫌煩 直接全局變量吧。
或者回歸dx10math.h?
廢話不說 效果圖。
僅僅改了walk函數。 其它自己改改吧,鍛煉下自己
//(*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;
對了還有上面這個。原教程是直接這樣算的一個矩陣,麻煩吧。
麻煩吧。 懂不起含義了吧 快看龍書就懂了。
懂了之后怎么辦。還敲這么多??
V=XMMatrixLookAtLH( vpos,vlook, vup);
一句話搞定。就不要造輪子了