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📄 camera.h

📁 VC++ DEMO, used for the beginners and the amour
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#ifdef CGE_HEADER_H
#ifndef CGE_CAMERA_H
#define CGE_CAMERA_H
namespace CGE
{
	namespace MATRIX
	{
		typedef class CAMERA  
		{
			public:
				CAMERA(FLOAT fCameraYaw = 0.0f,FLOAT fCameraPitch = 1.0f,FLOAT fCameraRadius = -20.0f)
					:m_fCameraYaw(fCameraYaw),m_fCameraPitch(fCameraPitch),m_fCameraRadius(fCameraRadius)
				{}
				virtual ~CAMERA(){};
				FLOAT m_fCameraYaw;
				FLOAT m_fCameraPitch;
				FLOAT m_fCameraRadius;
				D3DXMATRIX MatrixLookAtLH();
				D3DXMATRIX MatrixPerspectiveFovLH(FLOAT fovy,FLOAT Aspect,FLOAT zn,FLOAT zf);
				D3DXMATRIX MatrixOrthoLH(FLOAT w,FLOAT h,FLOAT zn,FLOAT zf);

		}*LPCAMERA;
		CGE_INLINE D3DXMATRIX
			CAMERA::MatrixOrthoLH(FLOAT w,FLOAT h,FLOAT zn,FLOAT zf)
		{
			D3DXMATRIX mat;
			D3DXMatrixOrthoLH(&mat,w,h,zn,zf);
			return mat;
		}

		CGE_INLINE D3DXMATRIX 
			CAMERA::MatrixPerspectiveFovLH(FLOAT fovy,FLOAT Aspect,FLOAT zn,FLOAT zf)
		{
			D3DXMATRIX mat;
			D3DXMatrixPerspectiveFovLH(&mat,fovy,Aspect,zn,zf);
			return mat;
		}

		CGE_INLINE D3DXMATRIX 
			CAMERA::MatrixLookAtLH()
		{
			if ( m_fCameraPitch < 0.0f )
			{
				m_fCameraPitch  = 6.28f;
			}
			else if ( m_fCameraPitch > 6.28f ) 
			{
				m_fCameraPitch = 0.0f;
			}
			
			CHECK_RANGE( m_fCameraYaw, -1.57f, 1.57f );
			
			CHECK_RANGE( m_fCameraRadius, -2000.0f,-5.0f,  );
			
			float fDeltaX = (float)(sin(m_fCameraPitch) * sin(m_fCameraYaw) * m_fCameraRadius);
			float fDeltaZ = (float)(sin(m_fCameraPitch) * cos(m_fCameraYaw) * m_fCameraRadius);
			float fDeltaY = (float)(cos(m_fCameraPitch) * m_fCameraRadius);
			
			D3DXVECTOR3 vEyePt  = D3DXVECTOR3( fDeltaX, fDeltaY,fDeltaZ );
			D3DXVECTOR3 vLook   = D3DXVECTOR3( 0.0f, 0.0f, 0.0f);
			D3DXVECTOR3 vUpVec  = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
			D3DXVECTOR3 vRight  = D3DXVECTOR3( 0.0f, 0.0f, 0.0f );
			D3DXMATRIX mat;
			
			D3DXMatrixIdentity( &mat );
			D3DXVec3Subtract(&vLook, &vLook, &vEyePt);
			D3DXVec3Normalize( &vLook, &vLook );
			D3DXVec3Cross( &vRight, &vUpVec, &vLook );
			D3DXVec3Normalize( &vRight, &vRight );
			D3DXVec3Cross( &vUpVec, &vLook, &vRight );
			D3DXVec3Normalize( &vUpVec, &vUpVec );
			
			mat._11 = vRight.x;
			mat._12 = vUpVec.x;
			mat._13 = vLook.x;
			mat._14 = 0.0f;
			
			mat._21 = vRight.y;
			mat._22 = vUpVec.y;
			mat._23 = vLook.y;
			mat._24 = 0.0f;
			
			mat._31 = vRight.z;
			mat._32 = vUpVec.z;
			mat._33 = vLook.z;
			mat._34 = 0.0f;
			
			mat._41 = -D3DXVec3Dot( &vEyePt, &vRight );
			mat._42 = -D3DXVec3Dot( &vEyePt, &vUpVec );
			mat._43 = -D3DXVec3Dot( &vEyePt, &vLook );
			mat._44 =  1.0f;
			
			return mat;
		}		
	}
}
#endif
#endif // 

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