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📄 dxutcamera.h

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//--------------------------------------------------------------------------------------
// File: Camera.h
//
// Helper functions for Direct3D programming.
//
// Copyright (c) Microsoft Corporation. All rights reserved
//--------------------------------------------------------------------------------------
#pragma once
#ifndef CAMERA_H
#define CAMERA_H

//--------------------------------------------------------------------------------------
class CD3DArcBall
{
public:
    CD3DArcBall();

    // Functions to change behavior
    void Reset(); 
    void SetTranslationRadius( FLOAT fRadiusTranslation ) { m_fRadiusTranslation = fRadiusTranslation; }
    void SetWindow( INT nWidth, INT nHeight, FLOAT fRadius = 0.9f ) { m_nWidth = nWidth; m_nHeight = nHeight; m_fRadius = fRadius; m_vCenter = D3DXVECTOR2(m_nWidth/2.0f,m_nHeight/2.0f); }
    void SetOffset( INT nX, INT nY ) { m_Offset.x = nX; m_Offset.y = nY; }

    // Call these from client and use GetRotationMatrix() to read new rotation matrix
    void OnBegin( int nX, int nY );  // start the rotation (pass current mouse position)
    void OnMove( int nX, int nY );   // continue the rotation (pass current mouse position)
    void OnEnd();                    // end the rotation 

    // Or call this to automatically handle left, middle, right buttons
    LRESULT     HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );

    // Functions to get/set state
    const D3DXMATRIX* GetRotationMatrix()                   { return D3DXMatrixRotationQuaternion(&m_mRotation, &m_qNow); };
    const D3DXMATRIX* GetTranslationMatrix() const          { return &m_mTranslation; }
    const D3DXMATRIX* GetTranslationDeltaMatrix() const     { return &m_mTranslationDelta; }
    bool        IsBeingDragged() const                      { return m_bDrag; }
    D3DXQUATERNION GetQuatNow() const                       { return m_qNow; }
    void        SetQuatNow( D3DXQUATERNION q ) { m_qNow = q; }

    static D3DXQUATERNION WINAPI QuatFromBallPoints( const D3DXVECTOR3 &vFrom, const D3DXVECTOR3 &vTo );


protected:
    D3DXMATRIXA16  m_mRotation;         // Matrix for arc ball's orientation
    D3DXMATRIXA16  m_mTranslation;      // Matrix for arc ball's position
    D3DXMATRIXA16  m_mTranslationDelta; // Matrix for arc ball's position

    POINT          m_Offset;   // window offset, or upper-left corner of window
    INT            m_nWidth;   // arc ball's window width
    INT            m_nHeight;  // arc ball's window height
    D3DXVECTOR2    m_vCenter;  // center of arc ball 
    FLOAT          m_fRadius;  // arc ball's radius in screen coords
    FLOAT          m_fRadiusTranslation; // arc ball's radius for translating the target

    D3DXQUATERNION m_qDown;             // Quaternion before button down
    D3DXQUATERNION m_qNow;              // Composite quaternion for current drag
    bool           m_bDrag;             // Whether user is dragging arc ball

    POINT          m_ptLastMouse;      // position of last mouse point
    D3DXVECTOR3    m_vDownPt;           // starting point of rotation arc
    D3DXVECTOR3    m_vCurrentPt;        // current point of rotation arc

    D3DXVECTOR3    ScreenToVector( float fScreenPtX, float fScreenPtY );
};


//--------------------------------------------------------------------------------------
// used by CCamera to map WM_KEYDOWN keys
//--------------------------------------------------------------------------------------
enum D3DUtil_CameraKeys
{
    CAM_STRAFE_LEFT = 0,
    CAM_STRAFE_RIGHT,
    CAM_MOVE_FORWARD,
    CAM_MOVE_BACKWARD,
    CAM_MOVE_UP,
    CAM_MOVE_DOWN,
    CAM_RESET,
    CAM_CONTROLDOWN,
    CAM_MAX_KEYS,
    CAM_UNKNOWN = 0xFF
};

#define KEY_WAS_DOWN_MASK 0x80
#define KEY_IS_DOWN_MASK  0x01

#define MOUSE_LEFT_BUTTON   0x01
#define MOUSE_MIDDLE_BUTTON 0x02
#define MOUSE_RIGHT_BUTTON  0x04
#define MOUSE_WHEEL         0x08


//--------------------------------------------------------------------------------------
// Simple base camera class that moves and rotates.  The base class
//       records mouse and keyboard input for use by a derived class, and 
//       keeps common state.
//--------------------------------------------------------------------------------------
class CBaseCamera
{
public:
    CBaseCamera();

    // Call these from client and use Get*Matrix() to read new matrices
    virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
    virtual void    FrameMove( FLOAT fElapsedTime ) = 0;

    // Functions to change camera matrices
    virtual void Reset(); 
    virtual void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt );
    virtual void SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane );

    // Functions to change behavior
    virtual void SetDragRect( RECT &rc ) { m_rcDrag = rc; }
    void SetInvertPitch( bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; }
    void SetDrag( bool bMovementDrag, FLOAT fTotalDragTimeToZero = 0.25f ) { m_bMovementDrag = bMovementDrag; m_fTotalDragTimeToZero = fTotalDragTimeToZero; }
    void SetEnableYAxisMovement( bool bEnableYAxisMovement ) { m_bEnableYAxisMovement = bEnableYAxisMovement; }
    void SetEnablePositionMovement( bool bEnablePositionMovement ) { m_bEnablePositionMovement = bEnablePositionMovement; }
    void SetClipToBoundary( bool bClipToBoundary, D3DXVECTOR3* pvMinBoundary, D3DXVECTOR3* pvMaxBoundary ) { m_bClipToBoundary = bClipToBoundary; if( pvMinBoundary ) m_vMinBoundary = *pvMinBoundary; if( pvMaxBoundary ) m_vMaxBoundary = *pvMaxBoundary; }
    void SetScalers( FLOAT fRotationScaler = 0.01f, FLOAT fMoveScaler = 5.0f )  { m_fRotationScaler = fRotationScaler; m_fMoveScaler = fMoveScaler; }
    void SetNumberOfFramesToSmoothMouseData( int nFrames ) { if( nFrames > 0 ) m_fFramesToSmoothMouseData = (float)nFrames; }
    void SetResetCursorAfterMove( bool bResetCursorAfterMove ) { m_bResetCursorAfterMove = bResetCursorAfterMove; }

    // Functions to get state
    const D3DXMATRIX*  GetViewMatrix() const { return &m_mView; }
    const D3DXMATRIX*  GetProjMatrix() const { return &m_mProj; }
    const D3DXVECTOR3* GetEyePt() const      { return &m_vEye; }
    const D3DXVECTOR3* GetLookAtPt() const   { return &m_vLookAt; }
    float GetNearClip() const { return m_fNearPlane; }
    float GetFarClip() const { return m_fFarPlane; }

    bool IsBeingDragged() const         { return (m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown); }
    bool IsMouseLButtonDown() const     { return m_bMouseLButtonDown; } 
    bool IsMouseMButtonDown() const     { return m_bMouseMButtonDown; } 
    bool IsMouseRButtonDown() const     { return m_bMouseRButtonDown; } 

protected:
    // Functions to map a WM_KEYDOWN key to a D3DUtil_CameraKeys enum
    virtual D3DUtil_CameraKeys MapKey( UINT nKey );    
    bool IsKeyDown( BYTE key ) const { return( (key & KEY_IS_DOWN_MASK) == KEY_IS_DOWN_MASK ); }
    bool WasKeyDown( BYTE key ) const { return( (key & KEY_WAS_DOWN_MASK) == KEY_WAS_DOWN_MASK ); }

    void ConstrainToBoundary( D3DXVECTOR3* pV );
    void UpdateMouseDelta();
    void UpdateVelocity( float fElapsedTime );
    void GetInput( bool bGetKeyboardInput, bool bGetMouseInput, bool bGetGamepadInput, bool bResetCursorAfterMove );

    D3DXMATRIX            m_mView;              // View matrix 
    D3DXMATRIX            m_mProj;              // Projection matrix

    DXUT_GAMEPAD          m_GamePad[DXUT_MAX_CONTROLLERS];  // XInput controller state
    D3DXVECTOR3           m_vGamePadLeftThumb;
    D3DXVECTOR3           m_vGamePadRightThumb;
    double                m_GamePadLastActive[DXUT_MAX_CONTROLLERS];

    int                   m_cKeysDown;            // Number of camera keys that are down.
    BYTE                  m_aKeys[CAM_MAX_KEYS];  // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK
    D3DXVECTOR3           m_vKeyboardDirection;   // Direction vector of keyboard input
    POINT                 m_ptLastMousePosition;  // Last absolute position of mouse cursor
    bool                  m_bMouseLButtonDown;    // True if left button is down 
    bool                  m_bMouseMButtonDown;    // True if middle button is down 
    bool                  m_bMouseRButtonDown;    // True if right button is down 
    int                   m_nCurrentButtonMask;   // mask of which buttons are down
    int                   m_nMouseWheelDelta;     // Amount of middle wheel scroll (+/-) 
    D3DXVECTOR2           m_vMouseDelta;          // Mouse relative delta smoothed over a few frames
    float                 m_fFramesToSmoothMouseData; // Number of frames to smooth mouse data over

    D3DXVECTOR3           m_vDefaultEye;          // Default camera eye position
    D3DXVECTOR3           m_vDefaultLookAt;       // Default LookAt position
    D3DXVECTOR3           m_vEye;                 // Camera eye position
    D3DXVECTOR3           m_vLookAt;              // LookAt position
    float                 m_fCameraYawAngle;      // Yaw angle of camera
    float                 m_fCameraPitchAngle;    // Pitch angle of camera

    RECT                  m_rcDrag;               // Rectangle within which a drag can be initiated.
    D3DXVECTOR3           m_vVelocity;            // Velocity of camera

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