/
camera.cpp
executable file
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/
camera.cpp
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#include <Windows.h>
#include <zmouse.h>
#include <stdio.h>
#include "camera.h"
#define new VNEW
//这里设定视角的初始位置
CCamera::CCamera() :
m_fNear(0.2f), //这里不能为0 如果为0 Z缓冲那里会有问题
m_fFar(6000.f),
m_fFOV(D3DX_PI / 4),
m_fAspect(1024.0/768.0f),
m_bIsRot(false),
m_bIsTrans(false),
m_fCameraYawAngle(0.f),
m_fCameraPitchAngle(0.f),
m_vDelta(0.f, 0.f, 0.f),
m_fVelocity(0.001f),
m_fMaxPitch(D3DX_PI*0.49f),
m_fMinPitch(-D3DX_PI*0.49f)
{
/*m_EyePos = D3DXVECTOR3(20.0f, 0.0f, -10.f);
m_LookAt = D3DXVECTOR3(0.0f, 0.0f, -0.0f);
m_Up = D3DXVECTOR3(0.0f, -10.0f,0.0f);*/
m_EyePos = D3DXVECTOR3(0.0f, 7.0f, -7.0f);
//m_EyePos = D3DXVECTOR3(17056.0f, 400.0f, 23452.0f);
m_LookAt = D3DXVECTOR3(0.0f, 0.0f, -0.0f);
//m_LookAt = D3DXVECTOR3(17056.0f, 0.0f, 23452.0f);
m_Up = D3DXVECTOR3(0.0f, 1.0f,1.0f);
D3DXMatrixIdentity( &m_ViewTrans );
D3DXMatrixLookAtLH( &m_ViewTrans, &m_EyePos, &m_LookAt, &m_Up );
D3DXMatrixIdentity( &m_ProjTrans );
D3DXMatrixPerspectiveFovLH( &m_ProjTrans, m_fFOV,m_fAspect, m_fNear, m_fFar );
//MyCamera():mEye(30.0f,50.0f,-20.0f),mLookAt(10.0f,15.0f,20.0f), mUpVec(0.0f,1.0f,0.0f)
}
D3DXVECTOR3 CCamera::GetEyePosition()
{
return m_EyePos;
}
CCamera::~CCamera()
{
}
void CCamera::SetViewParams( D3DXVECTOR3 &pos, D3DXVECTOR3 &lookat, D3DXVECTOR3 &up )
{
m_EyePos = pos;
m_LookAt = lookat;
m_Up = up;
m_Direction = m_LookAt - m_EyePos;
D3DXVec3Cross( &m_Right, &m_Up, &m_Direction );
D3DXMatrixLookAtLH(&m_ViewTrans, &m_EyePos, &m_LookAt, &m_Up);
D3DXMATRIX mInvView;
D3DXMatrixInverse( &mInvView, NULL, &m_ViewTrans );
D3DXVECTOR3* pZBasis = (D3DXVECTOR3*) &mInvView._31;
m_fCameraYawAngle = atan2f( pZBasis->x, pZBasis->z );
float fLen = sqrtf(pZBasis->z*pZBasis->z + pZBasis->x*pZBasis->x);
m_fCameraPitchAngle = -atan2f( pZBasis->y, fLen );
}
void CCamera::SetProjParams( float fFOV, float fAspect, float fNear, float fFar )
{
m_fFOV = fFOV;
m_fAspect = fAspect;
m_fNear = fNear;
m_fFar = fFar;
D3DXMatrixPerspectiveFovLH( &m_ProjTrans, m_fFOV, m_fAspect, m_fNear, m_fFar );
}
void CCamera::SetOrthoProjParams( float w, float h, float fNear, float fFar )
{
D3DXMatrixOrthoLH( &m_ProjTrans, w, h, fNear, fFar );
}
const D3DXMATRIX *CCamera::GetViewTrans() const
{
return &m_ViewTrans;
}
const D3DXMATRIX *CCamera::GetProjTrans() const
{
return &m_ProjTrans;
}
void CCamera::SetMoveVelocity( float fVelocity )
{
m_fVelocity = fVelocity;
}
LRESULT CCamera::HandleMessage(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
//m_vDelta = D3DXVECTOR3(0.f, 0.f, 0.f);
// setcapture getcursorPos
m_vDelta = D3DXVECTOR3(0.f, 0.f, 0.f);
float fVelocity = m_fVelocity*15500 ;
switch( msg )
{
case WM_RBUTTONDOWN:
{
m_bIsRot = true;
//SetCapture(hWnd);
GetCursorPos(&m_LastPoint);
}
break;
case WM_RBUTTONUP:
{
m_bIsRot = false;
//ReleaseCapture();
}
break;
/*case WM_MOUSEMOVE:
if(!m_bIsRot)
break;
GetCursorPos(&ptCurrentPos);*/
//ptCurrentPos.x = LOWORD(lParam);
//ptCurrentPos.y = HIWORD(lParam);
break;
case WM_KEYDOWN:
if(wParam ==87) //w
{
m_bIsTrans = true;
m_vDelta.z += fVelocity;
}
if(wParam ==83) //s
{
m_bIsTrans = true;
m_vDelta.z -= fVelocity;
}
if(wParam ==65) //a
{
m_bIsTrans = true;
m_vDelta.x -= fVelocity;
}
if(wParam ==68) //d
{
m_bIsTrans = true;
m_vDelta.x += fVelocity;
}
if(wParam == VK_SPACE)
{
}
break;
case WM_DESTROY:
// Cleanup();
PostQuitMessage( 0 );
return 0;
}
Update();
return 0;
}
void CCamera::Update()
{
POINT ptCurrentPos = {0, 0};
POINT ptDeltaPos = {0, 0};
if(m_bIsRot)
{
//计算鼠标偏移
GetCursorPos(&ptCurrentPos);
//printf("current pos %d %d\n",ptCurrentPos.x,ptCurrentPos.y);
ptDeltaPos.x = ptCurrentPos.x - m_LastPoint.x;
ptDeltaPos.y = ptCurrentPos.y - m_LastPoint.y;
m_LastPoint = ptCurrentPos;
float fYaw = ptDeltaPos.x*0.01f;
float fPitch = ptDeltaPos.y*0.01f;
//根据鼠标便宜计算欧拉角
m_fCameraYawAngle += fYaw;
m_fCameraPitchAngle += fPitch;
}
// 根据欧拉角Yaw,Pitch计算摄像机的旋转矩阵
D3DXMATRIX matCameraRot;
ZeroMemory(&matCameraRot, sizeof(D3DXMATRIX));
D3DXMatrixRotationYawPitchRoll(&matCameraRot, m_fCameraYawAngle, m_fCameraPitchAngle,0.f);
// 根据旋转矩阵将摄像机的局部方向向量和上方向向量转为全局向量
D3DXVECTOR3 vWorldUp, vWorldAhead;
D3DXVECTOR3 vLocalUp = D3DXVECTOR3(0,1,0);
D3DXVECTOR3 vLocalAhead = D3DXVECTOR3(0,0,1);
D3DXVec3TransformCoord( &vWorldUp, &vLocalUp, &matCameraRot );
D3DXVec3TransformCoord( &vWorldAhead, &vLocalAhead, &matCameraRot );
if(m_bIsTrans)
{
// 将局部偏移量转到全局坐标
D3DXVECTOR3 vWorldDelta;
D3DXVec3TransformCoord( &vWorldDelta, &m_vDelta, &matCameraRot );
// 根据偏移量计算视点位置
m_EyePos += vWorldDelta;
}
// 计算观察点位置
m_LookAt = m_EyePos + vWorldAhead;
// 更新视矩阵
D3DXMatrixLookAtLH( &m_ViewTrans, &m_EyePos, &m_LookAt, &vWorldUp );
m_Direction = m_LookAt - m_EyePos;
m_Up = vWorldUp;
D3DXVec3Cross( &m_Right, &vWorldUp, &m_Direction );
}
void CCamera::ApplyDevice( LPDIRECT3DDEVICE9 pDevice )
{
if( pDevice )
{
D3DXMATRIXA16 matWorld;
D3DXMatrixScaling(&matWorld,1,1,1);
pDevice->SetTransform( D3DTS_WORLD, &matWorld );
pDevice->SetTransform(D3DTS_VIEW, &m_ViewTrans);
pDevice->SetTransform(D3DTS_PROJECTION, &m_ProjTrans);
}
}