📄 d3dutil.h
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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
D3DXMATRIX* GetViewMatrix() { return &m_mView; }
D3DXMATRIX* GetProjMatrix() { return &m_mProj; }
bool IsBeingDragged() { return (m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown); }
bool IsMouseLButtonDown() { return m_bMouseLButtonDown; }
bool IsMouseMButtonDown() { return m_bMouseMButtonDown; }
bool IsMouseRButtonDown() { 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 ) { return( (key & KEY_IS_DOWN_MASK) == KEY_IS_DOWN_MASK ); }
BOOL WasKeyDown( BYTE key ) { return( (key & KEY_WAS_DOWN_MASK) == KEY_WAS_DOWN_MASK ); }
void ConstrainToBoundary( D3DXVECTOR3* pV );
void UpdateMouseDelta( float fElapsedTime );
void UpdateVelocity( float fElapsedTime );
D3DXMATRIX m_mView; // View matrix
D3DXMATRIX m_mProj; // Projection matrix
BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK
POINT m_ptLastMousePosition; // Last absolute postion 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
D3DXVECTOR3 m_vVelocity; // Velocity of camera
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
};
//-----------------------------------------------------------------------------
// Name: class CFirstPersonCamera
// Desc: 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 get state
D3DXVECTOR3 GetWorldRight() { return D3DXVECTOR3( m_mCameraWorld._11, m_mCameraWorld._12, m_mCameraWorld._13 ); }
D3DXVECTOR3 GetWorldUp() { return D3DXVECTOR3( m_mCameraWorld._21, m_mCameraWorld._22, m_mCameraWorld._23 ); }
D3DXVECTOR3 GetWorldAhead() { return D3DXVECTOR3( m_mCameraWorld._31, m_mCameraWorld._32, m_mCameraWorld._33 ); }
D3DXVECTOR3 GetEyePt() { return D3DXVECTOR3( m_mCameraWorld._41, m_mCameraWorld._42, m_mCameraWorld._43 ); }
protected:
D3DXMATRIX m_mCameraWorld; // World matrix of the camera (inverse of the view matrix)
};
//-----------------------------------------------------------------------------
// Name: class CModelViewerCamera
// Desc:
//-----------------------------------------------------------------------------
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
void Reset();
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 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; }
VOID SetModelCenter( D3DXVECTOR3 vModelCenter ) { m_vModelCenter = vModelCenter; }
VOID SetLimitPitch( bool bLimitPitch ) { m_bLimitPitch = bLimitPitch; }
VOID SetViewQuat( D3DXQUATERNION q ) { m_ViewArcBall.SetQuatNow( q ); }
VOID SetWorldQuat( D3DXQUATERNION q ) { m_WorldArcBall.SetQuatNow( q ); }
// Functions to get state
D3DXMATRIX* GetWorldMatrix() { return &m_mWorld; }
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_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
};
#endif
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