⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 camera.h

📁 VC++ DEMO, used for the beginners and the amour
💻 H
字号:
#ifdef CGE_HEADER_H
#ifndef CGE_CAMERA_H
#define CGE_CAMERA_H
namespace CGE
{
	namespace MATRIX
	{
		typedef class CAMERA  
		{
			public:
				CAMERA()
				{
					m_vEyeAt.x = m_vEyeAt.y = m_vEyeAt.z = 0;
					m_vLookAt.x = m_vLookAt.y = m_vLookAt.z = 0;
					m_vUp.x = m_vUp.y = m_vUp.z = 0;
				}
				virtual ~CAMERA(){};
				VOID MatrixTranslateXYZAxis(FLOAT fSpeed);
				VOID MatrixTranslateXZAxis(FLOAT fSpeed);
				VOID MatrixLookAt( D3DXVECTOR3 vEyeAt,D3DXVECTOR3 vLookAt,D3DXVECTOR3 vUp);
				VOID MatrixRotationAxis(FLOAT fPitch,FLOAT fYaw);
				VOID MatrixTranslateXAxis(FLOAT fSpeed);
				VOID MatrixTranslateZAxis(FLOAT fSpeed);
				VOID MatrixTranslateYAxis(FLOAT fSpeed);
				VOID LayAt(D3DXVECTOR3 vPos);
				D3DXMATRIX MatrixLookAtLH();
				D3DXMATRIX MatrixPerspectiveFovLH(FLOAT fovy,FLOAT Aspect,FLOAT zn,FLOAT zf);
				D3DXVECTOR3 EyeAt() { return m_vEyeAt; }
				D3DXVECTOR3 LookAt() { return m_vLookAt; }
				D3DXVECTOR3 UpAt() { return m_vUp; }
			protected:
				D3DXVECTOR3 m_vEyeAt;
				D3DXVECTOR3 m_vLookAt;
				D3DXVECTOR3 m_vUp;
		}*LPCAMERA;

		CGE_INLINE VOID 
			CAMERA::LayAt(D3DXVECTOR3 vPos)
		{
			D3DXVECTOR3 vView;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Normalize(&vView,&vView);
			m_vEyeAt = vPos;
			m_vLookAt = m_vEyeAt + vView;
		};

		CGE_INLINE VOID
			CAMERA::MatrixTranslateYAxis(FLOAT fSpeed)
		{
			D3DXVECTOR3 vView;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Normalize(&vView,&vView);
			m_vEyeAt.y += vView.y * fSpeed;
			m_vLookAt.y += vView.y * fSpeed;
		}

		CGE_INLINE VOID
			CAMERA::MatrixTranslateXAxis(FLOAT fSpeed)
		{
			D3DXVECTOR3 vView;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Normalize(&vView,&vView);
			m_vEyeAt.x += vView.x * fSpeed;
			m_vLookAt.x += vView.x * fSpeed;
		}

		CGE_INLINE VOID
			CAMERA::MatrixTranslateZAxis(FLOAT fSpeed)
		{
			D3DXVECTOR3 vView;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Normalize(&vView,&vView);
			m_vEyeAt.z += vView.z * fSpeed;
			m_vLookAt.z +=vView.z * fSpeed;
		}

		CGE_INLINE VOID
			CAMERA::MatrixLookAt( D3DXVECTOR3 vEyeAt,D3DXVECTOR3 vLookAt,D3DXVECTOR3 vUp)
		{
			m_vEyeAt = vEyeAt;
			m_vLookAt = vLookAt;
			m_vUp = vUp;
		}

		CGE_INLINE VOID 
			CAMERA::MatrixTranslateXYZAxis(FLOAT fSpeed)
		{
			D3DXVECTOR3 vView;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Normalize(&vView,&vView);
			m_vEyeAt += vView * fSpeed;
			m_vLookAt += vView * fSpeed;
		}

		CGE_INLINE VOID
			CAMERA::MatrixTranslateXZAxis( FLOAT fSpeed )
		{
			D3DXVECTOR3 vXZ,vView;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Cross(&vXZ,&vView,&m_vUp);
			D3DXVec3Normalize(&vXZ,&vXZ);
			m_vEyeAt.x += vXZ.x * fSpeed;
			m_vEyeAt.z += vXZ.z * fSpeed;
			m_vLookAt.x += vXZ.x * fSpeed;
			m_vLookAt.z += vXZ.z * fSpeed;
		}

		CGE_INLINE VOID
			CAMERA::MatrixRotationAxis(FLOAT fPitch,FLOAT fYaw)
		{
			CHECK_RANGE( fPitch, -0.5f, 0.5f );
			CHECK_RANGE( fYaw, -6.28f, 6.28f );
			
			D3DXVECTOR3 vRotAxis,vView;
			D3DXQUATERNION qRot;
			D3DXMATRIX matRot;
			D3DXVec3Subtract(&vView,&m_vLookAt,&m_vEyeAt);
			D3DXVec3Cross(&vRotAxis,&vView,&m_vUp);
			D3DXVec3Normalize(&vRotAxis,&vRotAxis);
			if ( fPitch != 0 )
			{
				D3DXQuaternionRotationAxis(&qRot,&vRotAxis,fPitch);
				D3DXMatrixRotationQuaternion(&matRot,&qRot);
				D3DXVec3TransformCoord(&vView,&vView,&matRot);
				m_vLookAt = m_vEyeAt + vView;
			}
			if ( fYaw != 0 )
			{
				D3DXQuaternionRotationAxis(&qRot,&D3DXVECTOR3(0,1,0),fYaw);
				D3DXMatrixRotationQuaternion(&matRot,&qRot);
				D3DXVec3TransformCoord(&vView,&vView,&matRot);
				m_vLookAt = m_vEyeAt + vView;
			}
		}

		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()
		{		
			D3DXMATRIX mat;
			D3DXVECTOR3 vLook;
			D3DXVECTOR3 vUp;
			D3DXVECTOR3 vRight;
			
			D3DXMatrixIdentity( &mat );
			D3DXVec3Subtract(&vLook, &m_vLookAt, &m_vEyeAt);
			D3DXVec3Normalize( &vLook, &vLook );
			D3DXVec3Cross( &vRight, &m_vUp, &vLook );
			D3DXVec3Normalize( &vRight, &vRight );
			D3DXVec3Cross( &vUp, &vLook, &vRight );
			D3DXVec3Normalize( &vUp, &vUp );
			
			mat._11 = vRight.x;
			mat._12 = vUp.x;
			mat._13 = vLook.x;
			mat._14 = 0.0f;
			
			mat._21 = vRight.y;
			mat._22 = vUp.y;
			mat._23 = vLook.y;
			mat._24 = 0.0f;
			
			mat._31 = vRight.z;
			mat._32 = vUp.z;
			mat._33 = vLook.z;
			mat._34 = 0.0f;
			
			mat._41 = -D3DXVec3Dot( &m_vEyeAt, &vRight );
			mat._42 = -D3DXVec3Dot( &m_vEyeAt, &vUp );
			mat._43 = -D3DXVec3Dot( &m_vEyeAt, &vLook );
			mat._44 =  1.0f;
			
			return mat;
		}		
	}
}
#endif
#endif 

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -