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📄 gbillboardcamera.h

📁 一个由Mike Gashler完成的机器学习方面的includes neural net, naive bayesian classifier, decision tree, KNN, a genet
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/*	Copyright (C) 2006, Mike Gashler	This library is free software; you can redistribute it and/or	modify it under the terms of the GNU Lesser General Public	License as published by the Free Software Foundation; either	version 2.1 of the License, or (at your option) any later version.	see http://www.gnu.org/copyleft/lesser.html*/#ifndef __GBILLBOARDCAMERA_H__#define __GBILLBOARDCAMERA_H__#include "GImage.h"// This represents the position and size of a game objectstruct GPosSize{public:	float x, y, z;	float sx, sy, sz;};// Defines a trapezoid with paralell vertical sides.  (x,y) is the top corner of the left-most// side.  "w" is the width, "h" is the height of the left side, "dy" is the change in y value// per unit change in x, and "dh" is the change in height per unit change in x.struct GPanelPos{public:	float x, y, w, h, dy, dh;};// This class represents the view point from which a game view is renderedclass GBillboardCamera{protected:	float m_x;	float m_y;	float m_z;	float m_direction;	float m_cosDirection;	float m_sinDirection;	float m_horizonHeight;	float m_backup;	float m_zoom;	float m_vertajust;public:	GBillboardCamera(int nScreenVerticalCenter)	{		m_x = 0;		m_y = 0;		m_z = 0;		m_direction = 0;		m_cosDirection = 1;		m_sinDirection = 0;		m_horizonHeight = 300;		m_backup = 300;		m_zoom = 1;		m_vertajust = 0;		AjustZoom((float)1.001, nScreenVerticalCenter);	}	~GBillboardCamera()	{	}	// Move the camera position	void SetPos(float x, float y);	// Set the yaw direction	void SetDirection(float radians);	// Get the yaw direction	float GetDirection() { return m_direction; }	// Get how high the horizon appears above the bottom of the screen.  If m_zoom is 1 then	// this is measured in pixels	float GetHorizonHeight() { return m_horizonHeight; }	// Converts a point on the map to a point on the screen	void MapToScreen(float* pOutX, float* pOutY, float* pOutScale, float x, float y, float z, GRect* pScreenRect);	// Converts a point on the screen to a point on the map where z is zero	void ScreenToMap(float* px, float* pY, float* pSize, bool* pbSky, int x, int y, GRect* pScreenRect, int nSkyImageWidth);	// Converts a GPosSize to a GRect in which you should draw the billboard	void CalcBillboardRect(GRect* pOutRect, GPosSize* pPosSize, GRect* pScreenRect, int nPivotHeight);	// Computes the trapezoid in which to draw a panel (a billboard that doesn't necessarily face the camera)	void CalcPanelTrapezoid(GPanelPos* pOutPos, GPosSize* pPosSize, GRect* pScreenRect);	// Determines the distance from a point to the camera	float CalculateDistanceFromCamera(float x, float y);	// Ajust the zoom by the factor fac	void AjustZoom(float fac, int nScreenVerticalCenter);	// Ajust the horizon height by the factor fac	void AjustHorizonHeight(float factor, int nScreenVerticalCenter);	// Return the position of the camera	void GetPosition(float* px, float* py, float* pz) { *px = m_x; *py = m_y; *pz = m_z; }	// Move the camera in the x and y planes	void Move(float dx, float dy);protected:	// Move the camera in the opposite direction that it is facing	void Backup(float distance);	void RecalcVertAjust(int nScreenVerticalCenter);};#endif // __GBILLBOARDCAMERA_H__

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