📄 dxutcamera.h
字号:
bool m_bMovementDrag; // If true, then camera movement will slow to a stop otherwise movement is instant
D3DXVECTOR3 m_vVelocityDrag; // Velocity drag force
FLOAT m_fDragTimer; // Countdown timer to apply drag
FLOAT m_fTotalDragTimeToZero; // Time it takes for velocity to go from full to 0
D3DXVECTOR2 m_vRotVelocity; // Velocity of camera
float m_fFOV; // Field of view
float m_fAspect; // Aspect ratio
float m_fNearPlane; // Near plane
float m_fFarPlane; // Far plane
float m_fRotationScaler; // Scaler for rotation
float m_fMoveScaler; // Scaler for movement
bool m_bInvertPitch; // Invert the pitch axis
bool m_bEnablePositionMovement; // If true, then the user can translate the camera/model
bool m_bEnableYAxisMovement; // If true, then camera can move in the y-axis
bool m_bClipToBoundary; // If true, then the camera will be clipped to the boundary
D3DXVECTOR3 m_vMinBoundary; // Min point in clip boundary
D3DXVECTOR3 m_vMaxBoundary; // Max point in clip boundary
bool m_bResetCursorAfterMove;// If true, the class will reset the cursor position so that the cursor always has space to move
};
//--------------------------------------------------------------------------------------
// Simple first person camera class that moves and rotates.
// It allows yaw and pitch but not roll. It uses WM_KEYDOWN and
// GetCursorPos() to respond to keyboard and mouse input and updates the
// view matrix based on input.
//--------------------------------------------------------------------------------------
class CFirstPersonCamera : public CBaseCamera
{
public:
CFirstPersonCamera();
// Call these from client and use Get*Matrix() to read new matrices
virtual void FrameMove( FLOAT fElapsedTime );
// Functions to change behavior
void SetRotateButtons( bool bLeft, bool bMiddle, bool bRight, bool bRotateWithoutButtonDown = false );
// Functions to get state
D3DXMATRIX* GetWorldMatrix() { return &m_mCameraWorld; }
const D3DXVECTOR3* GetWorldRight() const { return (D3DXVECTOR3*)&m_mCameraWorld._11; }
const D3DXVECTOR3* GetWorldUp() const { return (D3DXVECTOR3*)&m_mCameraWorld._21; }
const D3DXVECTOR3* GetWorldAhead() const { return (D3DXVECTOR3*)&m_mCameraWorld._31; }
const D3DXVECTOR3* GetEyePt() const { return (D3DXVECTOR3*)&m_mCameraWorld._41; }
protected:
D3DXMATRIX m_mCameraWorld; // World matrix of the camera (inverse of the view matrix)
int m_nActiveButtonMask; // Mask to determine which button to enable for rotation
bool m_bRotateWithoutButtonDown;
};
//--------------------------------------------------------------------------------------
// Simple model viewing camera class that rotates around the object.
//--------------------------------------------------------------------------------------
class CModelViewerCamera : public CBaseCamera
{
public:
CModelViewerCamera();
// 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 );
// Functions to change behavior
virtual void SetDragRect( RECT &rc );
void Reset();
void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt );
void SetButtonMasks( int nRotateModelButtonMask = MOUSE_LEFT_BUTTON, int nZoomButtonMask = MOUSE_WHEEL, int nRotateCameraButtonMask = MOUSE_RIGHT_BUTTON ) { m_nRotateModelButtonMask = nRotateModelButtonMask, m_nZoomButtonMask = nZoomButtonMask; m_nRotateCameraButtonMask = nRotateCameraButtonMask; }
void SetAttachCameraToModel( bool bEnable = false ) { m_bAttachCameraToModel = bEnable; }
void SetWindow( int nWidth, int nHeight, float fArcballRadius=0.9f ) { m_WorldArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); m_ViewArcBall.SetWindow( nWidth, nHeight, fArcballRadius ); }
void SetRadius( float fDefaultRadius=5.0f, float fMinRadius=1.0f, float fMaxRadius=FLT_MAX ) { m_fDefaultRadius = m_fRadius = fDefaultRadius; m_fMinRadius = fMinRadius; m_fMaxRadius = fMaxRadius; m_bDragSinceLastUpdate = true; }
void SetModelCenter( D3DXVECTOR3 vModelCenter ) { m_vModelCenter = vModelCenter; }
void SetLimitPitch( bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; }
void SetViewQuat( D3DXQUATERNION q ) { m_ViewArcBall.SetQuatNow( q ); m_bDragSinceLastUpdate = true; }
void SetWorldQuat( D3DXQUATERNION q ) { m_WorldArcBall.SetQuatNow( q ); m_bDragSinceLastUpdate = true; }
// Functions to get state
const D3DXMATRIX* GetWorldMatrix() const { return &m_mWorld; }
void SetWorldMatrix( D3DXMATRIX &mWorld ) { m_mWorld = mWorld; m_bDragSinceLastUpdate = true; }
protected:
CD3DArcBall m_WorldArcBall;
CD3DArcBall m_ViewArcBall;
D3DXVECTOR3 m_vModelCenter;
D3DXMATRIX m_mModelLastRot; // Last arcball rotation matrix for model
D3DXMATRIX m_mModelRot; // Rotation matrix of model
D3DXMATRIX m_mWorld; // World matrix of model
int m_nRotateModelButtonMask;
int m_nZoomButtonMask;
int m_nRotateCameraButtonMask;
bool m_bAttachCameraToModel;
bool m_bLimitPitch;
float m_fRadius; // Distance from the camera to model
float m_fDefaultRadius; // Distance from the camera to model
float m_fMinRadius; // Min radius
float m_fMaxRadius; // Max radius
bool m_bDragSinceLastUpdate; // True if mouse drag has happened since last time FrameMove is called.
D3DXMATRIX m_mCameraRotLast;
};
//--------------------------------------------------------------------------------------
// Manages the mesh, direction, mouse events of a directional arrow that
// rotates around a radius controlled by an arcball
//--------------------------------------------------------------------------------------
class CDXUTDirectionWidget
{
public:
CDXUTDirectionWidget();
static HRESULT WINAPI StaticOnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice );
HRESULT OnD3D9ResetDevice( const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
HRESULT OnRender9( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, const D3DXVECTOR3* pEyePt );
LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
static void WINAPI StaticOnD3D9LostDevice();
static void WINAPI StaticOnD3D9DestroyDevice();
static HRESULT WINAPI StaticOnD3D10CreateDevice( ID3D10Device* pd3dDevice );
HRESULT OnRender10( D3DXCOLOR color, const D3DXMATRIX* pmView, const D3DXMATRIX* pmProj, const D3DXVECTOR3* pEyePt );
static void WINAPI StaticOnD3D10DestroyDevice();
D3DXVECTOR3 GetLightDirection() { return m_vCurrentDir; };
void SetLightDirection( D3DXVECTOR3 vDir ) { m_vDefaultDir = m_vCurrentDir = vDir; };
void SetButtonMask( int nRotate = MOUSE_RIGHT_BUTTON ) { m_nRotateMask = nRotate; }
float GetRadius() { return m_fRadius; };
void SetRadius( float fRadius ) { m_fRadius = fRadius; };
bool IsBeingDragged() { return m_ArcBall.IsBeingDragged(); };
protected:
HRESULT UpdateLightDir();
// D3D9 objects
static IDirect3DDevice9* s_pd3d9Device;
static ID3DXEffect* s_pD3D9Effect;
static ID3DXMesh* s_pD3D9Mesh;
// D3D10 objects
static ID3D10Device* s_pd3d10Device;
static ID3D10Effect* s_pD3D10Effect;
//TODO: add some sort of d3d10 mesh object here
static ID3D10InputLayout* s_pVertexLayout;
static ID3D10EffectTechnique* s_pRenderTech;
static ID3D10EffectVectorVariable* g_pMaterialDiffuseColor;
static ID3D10EffectVectorVariable* g_pLightDir;
static ID3D10EffectMatrixVariable* g_pmWorld;
static ID3D10EffectMatrixVariable* g_pmWorldViewProjection;
D3DXMATRIXA16 m_mRot;
D3DXMATRIXA16 m_mRotSnapshot;
float m_fRadius;
int m_nRotateMask;
CD3DArcBall m_ArcBall;
D3DXVECTOR3 m_vDefaultDir;
D3DXVECTOR3 m_vCurrentDir;
D3DXMATRIX m_mView;
};
#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 + -