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摄像机类

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class Camera 
{
public:
 enum CameraType { LANDOBJECT, AIRCRAFT };
 
 Camera();

 Camera(CameraType cameraType);

 ~Camera();
 
 void strafe(float units); // left/right
 void fly(float units);    // up/down
 void walk(float units);   // forward/backward
 
 void pitch(float angle); // rotate on right vector
 void yaw(float angle);   // rotate on up vector
 void roll(float angle);  // rotate on look vector
 
 void getViewMatrix(D3DXMATRIX* V);
 void setCameraType(CameraType cameraType);
 void getPosition(D3DXVECTOR3* pos);
 void setPosition(D3DXVECTOR3* pos);
 
 void getRight(D3DXVECTOR3* right);
 void getUp(D3DXVECTOR3* up);
 void getLook(D3DXVECTOR3* look);
private:
 CameraType  _cameraType;
 D3DXVECTOR3 _right;
 D3DXVECTOR3 _up;
 D3DXVECTOR3 _look;
 D3DXVECTOR3 _pos;
}; 

 

Camera::Camera()
{
 _cameraType = AIRCRAFT;
 
 _pos   = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
 _right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
 _up    = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
 _look  = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}

Camera::Camera(CameraType cameraType)
{
 _cameraType = cameraType;
 
 _pos   = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
 _right = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
 _up    = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
 _look  = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
}

Camera::~Camera()
{
 
}

void Camera::getPosition(D3DXVECTOR3* pos)
{
 *pos = _pos;
}

void Camera::setPosition(D3DXVECTOR3* pos)
{
 _pos = *pos;
}

void Camera::getRight(D3DXVECTOR3* right)
{
 *right = _right;
}

void Camera::getUp(D3DXVECTOR3* up)
{
 *up = _up;
}

void Camera::getLook(D3DXVECTOR3* look)
{
 *look = _look;
}

void Camera::walk(float units)
{
 // move only on xz plane for land object
 if( _cameraType == LANDOBJECT )
  _pos += D3DXVECTOR3(_look.x, 0.0f, _look.z) * units;
 
 if( _cameraType == AIRCRAFT )
  _pos += _look * units;
}

void Camera::strafe(float units)
{
 // move only on xz plane for land object
 if( _cameraType == LANDOBJECT )
  _pos += D3DXVECTOR3(_right.x, 0.0f, _right.z) * units;
 
 if( _cameraType == AIRCRAFT )
  _pos += _right * units;
}

void Camera::fly(float units)
{
 // move only on y-axis for land object
 if( _cameraType == LANDOBJECT )
  _pos.y += units;
 
 if( _cameraType == AIRCRAFT )
  _pos += _up * units;
}

void Camera::pitch(float angle)
{
 D3DXMATRIX T;
 D3DXMatrixRotationAxis(&T, &_right, angle);
 
 // rotate _up and _look around _right vector
 D3DXVec3TransformCoord(&_up,&_up, &T);
 D3DXVec3TransformCoord(&_look,&_look, &T);
}

void Camera::yaw(float angle)
{
 D3DXMATRIX T;
 
 // rotate around world y (0, 1, 0) always for land object
 if( _cameraType == LANDOBJECT )
  D3DXMatrixRotationY(&T, angle);
 
 // rotate around own up vector for aircraft
 if( _cameraType == AIRCRAFT )
  D3DXMatrixRotationAxis(&T, &_up, angle);
 
 // rotate _right and _look around _up or y-axis
 D3DXVec3TransformCoord(&_right,&_right, &T);
 D3DXVec3TransformCoord(&_look,&_look, &T);
}

void Camera::roll(float angle)
{
 // only roll for aircraft type
 if( _cameraType == AIRCRAFT )
 {
  D3DXMATRIX T;
  D3DXMatrixRotationAxis(&T, &_look, angle);
  
  // rotate _up and _right around _look vector
  D3DXVec3TransformCoord(&_right,&_right, &T);
  D3DXVec3TransformCoord(&_up,&_up, &T);
 }

}

void Camera::getViewMatrix(D3DXMATRIX* V)
{
 // Keep camera's axes orthogonal to eachother
 D3DXVec3Normalize(&_look, &_look);
 
 D3DXVec3Cross(&_up, &_look, &_right);
 D3DXVec3Normalize(&_up, &_up);
 
 D3DXVec3Cross(&_right, &_up, &_look);
 D3DXVec3Normalize(&_right, &_right);
 
 // Build the view matrix:
 float x = -D3DXVec3Dot(&_right, &_pos);
 float y = -D3DXVec3Dot(&_up, &_pos);
 float z = -D3DXVec3Dot(&_look, &_pos);
 
 (*V)(0,0) = _right.x; (*V)(0, 1) = _up.x; (*V)(0, 2) = _look.x; (*V)(0, 3) = 0.0f;
 (*V)(1,0) = _right.y; (*V)(1, 1) = _up.y; (*V)(1, 2) = _look.y; (*V)(1, 3) = 0.0f;
 (*V)(2,0) = _right.z; (*V)(2, 1) = _up.z; (*V)(2, 2) = _look.z; (*V)(2, 3) = 0.0f;
 (*V)(3,0) = x;        (*V)(3, 1) = y;     (*V)(3, 2) = z;       (*V)(3, 3) = 1.0f;
}

void Camera::setCameraType(CameraType cameraType)
{
 _cameraType = cameraType;
}

 

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