如今将又一次制定一个camera摄像机。能够自由移动。
比方前进 后退,上游 下潜。 各个方向渲染之类的。
首先设置按键。
这个时候须要在
XWindow.h 里面
bool XWindow::frame()
{//推断是否按下ESC键if(x_input->isKeyDown(VK_ESCAPE))return false;//假设A,S,D,W,Q,E,Z,X,C键按下。移动摄像机 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);//动画。旋转摄像机 //x_graphics->x_camera->roll(PI/180);//開始渲染return x_graphics->frame();
}
加入一些按键。假设报错的话, 可能是x_camera 在XGraphics.h 类里面是私有的,能够设置成公有 private: bool render();
public:XCamera *x_camera;//摄像机
private:XD3Device *x_d3d;//3D设备XModel *x_model;//模型XShader *x_shader;//渲染器HWND hwnd;
然后非常easy吧
然后就是改动摄像机了
先上代码再解说吧
#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); // 旋转view坐标系right向量//void yaw(float angle); // 旋转up向量//void roll(float angle); // 旋转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,沿着摄像机观察方向的移动
void XCamera::walk(float units)
{XMVECTOR vpos,vlook;vpos=XMLoadFloat3(&_pos);vlook=XMLoadFloat3(&_look);// 仅在x,z平面移动if( _cameraType == LANDOBJECT ){vpos += XMVectorSet(_look.x, 0.0f, _look.z,0)*units;}if( _cameraType == AIRCRAFT )vpos += vlook * units;XMStoreFloat3(&_pos,vpos);
}//扫视。是指保持观察方向不变,沿向量right方向从一边平移到还有一边
void XCamera::strafe(float units)
{XMVECTOR vpos,vright;vpos=XMLoadFloat3(&_pos);vright=XMLoadFloat3(&_right);// 仅在x,z平面移动if( _cameraType == LANDOBJECT )vpos += XMVectorSet(_right.x, 0.0f, _right.z,0.0f) * units;if( _cameraType == AIRCRAFT )vpos += vright * units;XMStoreFloat3(&_pos,vpos);
}/*
//飞行模式,升降,指沿着向量up方向的移动
void XCamera::fly(float units)
{// 仅在y轴移动if( _cameraType == LANDOBJECT )_pos.y += units;if( _cameraType == AIRCRAFT )_pos += _up * units;
}void XCamera::pitch(float angle)
{XMMATRIX T;T=XMMatrixRotationAxis( _right, angle);// 绕着right向量。旋转up和look_up=XMVector3TransformCoord(_up,_up, T);_look=XMVector3TransformCoord(_look, T);
}void XCamera::yaw(float angle)
{D3DXMATRIX T;//对LANDOBJECT,总是绕着(0,1,0)旋转。
if( _cameraType == LANDOBJECT ) T=XMMatrixRotationY(angle); //对于aircraft,绕着up向量旋转 if( _cameraType == AIRCRAFT ) T=XMMatrixRotationAxis(_up, angle); // 绕着up或者y轴,旋转right和look _right=XMVector3TransformCoord(_right, T); _look=XMVector3TransformCoord(_look, T); } void XCamera::roll(float angle) { //仅仅对aircraft模式才左roll旋转 if( _cameraType == AIRCRAFT ) { D3DXMATRIX T; T=XMMatrixRotationAxis(_look, angle); // 绕着look向量,旋转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局部坐标系,各轴的彼此正交 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矩阵: //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; }
凝视掉的地方是一个坑。为什么呢。
以下就要讲XMVECTOR 和XMFloat3的差别
前者是向量。后者就是一个点结构
前者支持各种运算。
差 点 乘 加减
后者 仅仅能赋值啊什么的。
是不是特别奇怪。
由于XMVECTOR
看源代码
// 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。不能随便玩, 不然会报错 涉及到对齐问题
上节说了。全局变量和局部变量能够用XMVECTOR 可是类变量不建议用
偏偏这个摄像机是类变量。
作死啊。仅仅有设成XMFloat3了
看源代码
// 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 仅仅能赋值 怎么玩 怎么玩
上面摄像机类加凝视了的函数是之前悲剧了的,我以为Float能够做运算。结果悲剧了。
后来查了一下。 能够用一个转换
XMVECTOR vpos,vright;vpos=XMLoadFloat3(&_pos);vright=XMLoadFloat3(&_right);// 仅在x,z平面移动if( _cameraType == LANDOBJECT )vpos += XMVectorSet(_right.x, 0.0f, _right.z,0.0f) * units;if( _cameraType == AIRCRAFT )vpos += vright * units;XMStoreFloat3(&_pos,vpos);
看懂了吗 看懂了吗。 先load 把float装到vector局部变量 然后进行运算
运算完毕后 再store
是不是非常烦
是不是
没办法。
眼下我仅仅会这样弄。你嫌烦 直接全局变量吧。
或者回归dx10math.h
废话不说 效果图。
仅仅改了walk函数。 其它自己改改吧,锻炼下自己
//(*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;
对了还有上面这个。原教程是直接这样算的一个矩阵,麻烦吧。
麻烦吧。 懂不起含义了吧 快看龙书就懂了。
懂了之后怎么办。还敲这么多??
V=XMMatrixLookAtLH( vpos,vlook, vup);
一句话搞定。就不要造轮子了