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📄 game_camera.h

📁 自己写的一个D3D游戏Dome。实现了基本的游戏功能
💻 H
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#pragma once
#include "..\Include\stdafx.h"

class Game_Camera{
		FLOAT m_Yaw;
		FLOAT m_Pitch;

		D3DXVECTOR3 m_vPos;
		IDirect3DSurface9 *pBackBuffer;
		D3DSURFACE_DESC m_d3dsdBackBuffer;
		int m_scrWidth;
		int m_scrHeight;
		D3DXMATRIX m_matProjection;
		D3DXMATRIX m_matView;
	public:
		D3DXVECTOR3 m_vLookat;
		Game_Camera(LPD3DXVECTOR3 pos);
		~Game_Camera();
		
		VOID GetLookAt(D3DVECTOR *lookAt){
			lookAt->x=m_vPos.x+m_Distance*cosf(m_Pitch)*sinf(m_Yaw);
			lookAt->y=m_vPos.y+m_Distance*sinf(m_Pitch);
			lookAt->z=m_vPos.z+m_Distance*cosf(m_Pitch)*cosf(m_Yaw);
		}
		VOID SetLookAt(LPD3DXVECTOR3 pLookAt){
			m_vPos.x=pLookAt->x-m_Distance*cosf(m_Pitch)*sinf(m_Yaw);	//更新摄像机坐标
			m_vPos.y=pLookAt->y-m_Distance*sinf(m_Pitch);				//更新摄像机坐标
			m_vPos.z=pLookAt->z-m_Distance*cosf(m_Pitch)*cosf(m_Yaw);	
		}
		FLOAT m_Distance;

		D3DXVECTOR3 * GetCameraPos(){return &m_vPos;}
		D3DXMATRIX* GetViewMatrix(){return &m_matView;}

		void MoveRelative(float dSide,float dForward);
		void Update2DMatrix();
		void Update3DMatrix();
		void YawPitchAt(float yaw,float pitch);
};

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