[3D]第一人称相机类Camera
自己根据C++ D3D的源码改写一个相机类(第一人称)。
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Text;
- using Microsoft.DirectX;
- using Microsoft.DirectX.PrivateImplementationDetails;
- using Microsoft.DirectX.Direct3D;
- namespace AppScene
- {
- public enum CameraType { LANDOBJECT, AIRCRAFT };
- public class Camera
- {
- CameraType mCameraType;
- Vector3 mPosition; //相机位置
- Vector3 mLook;//LookVector
- Vector3 mUp;// UpVector
- Vector3 mRight;// RightVector
- Vector3 ViewFrustum;// 平面截投体
- protected Viewport mViewPort;//视口大小
- protected Matrix m_ProjectionMatrix; //上一次渲染采用的投影变换矩阵 Projection matrix used in last render.
- protected Matrix m_ViewMatrix; //上一次渲染采用的观察矩阵 View matrix used in last render.
- protected Matrix m_WorldMatrix = Matrix.Identity;//世界变换矩阵
- public Camera()
- {
- mCameraType = CameraType.AIRCRAFT;
- mPosition = new Vector3(0.0f, 0.0f, -50.0f);//注意默认位置,现在对了。
- mRight = new Vector3(0.0f, 1.0f, 0.0f);
- mUp = new Vector3(0.0f, 1.0f, 0.0f);
- mLook = new Vector3(0.0f, 0.0f, 10.0f);
- }
- public Camera(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 upVector)
- {
- mCameraType = CameraType.AIRCRAFT;
- mPosition = new Vector3(0.0f, 0.0f, -100.0f);
- mRight = new Vector3(1.0f, 0.0f, 0.0f);
- mUp = new Vector3(0.0f, 1.0f, 0.0f);
- mLook = new Vector3(0.0f, 0.0f, 0.0f);
- }
- public void setCameraType(CameraType cameraType)
- {
- mCameraType = cameraType;
- }
- //前后移动
- public void walk(float units)
- {
- // move only on xz plane for land object
- if (mCameraType == CameraType.LANDOBJECT)
- mPosition += new Vector3(mLook.X, 0.0f, mLook.Z) * units;
- if (mCameraType == CameraType.AIRCRAFT)
- mPosition += mLook * units;
- }
- //左右移动,扫射
- public void strafe(float units)
- {
- // move only on xz plane for land object
- if (mCameraType == CameraType.LANDOBJECT)
- mPosition += new Vector3(mRight.X, 0.0f, mRight.Z) * units;
- if (mCameraType == CameraType.AIRCRAFT)
- mPosition += mRight * units;
- }
- //上下移动
- public void fly(float units)
- {
- // move only on y-axis for land object
- if (mCameraType == CameraType.LANDOBJECT)
- mPosition.Y += units;
- if (mCameraType == CameraType.AIRCRAFT)
- mPosition += mUp * units;
- }
- // 倾斜角
- public void Pitch(float angle)
- {
- Matrix T = Matrix.Identity;
- //D3DXMatrixRotationAxis(&T, &_right, angle);
- T.RotateAxis(mRight, angle);
- // rotate _up and _look around _right vector
- mUp.TransformCoordinate(T);
- mLook.TransformCoordinate(T);
- //D3DXVec3TransformCoord(&_up, &_up, &T);
- //D3DXVec3TransformCoord(&_look, &_look, &T);
- }
- //俯仰角
- public void Roll(float angle)
- {
- // only roll for aircraft type
- if (mCameraType == CameraType.AIRCRAFT)
- {
- Matrix T = Matrix.Identity;
- T.RotateAxis(mLook, angle);
- // rotate _up and _right around _look vector
- mRight.TransformCoordinate(T);
- mUp.TransformCoordinate(T);
- }
- }
- // 航偏角
- public void Yaw(float angle)
- {
- Matrix T = Matrix.Identity;
- // rotate around world y (0, 1, 0) always for land object
- if (mCameraType == CameraType.LANDOBJECT)
- T.RotateY(angle);
- // rotate around own up vector for aircraft
- if (mCameraType == CameraType.AIRCRAFT)
- T.RotateAxis(mUp, angle);
- // rotate _right and _look around _up or y-axis
- mRight.TransformCoordinate(T);
- mLook.TransformCoordinate(T);
- }
- public void SetPosition(Vector3 position)// 设置相机世界坐标
- {
- mPosition = position;
- }
- //更新相机状态
- public Matrix UpdateCamera()
- {
- Matrix mViewMatrix = Matrix.Identity;
- // Keep camera's axes orthogonal to eachother
- //D3DXVec3Normalize(&_look, &_look);
- mLook.Normalize();
- //D3DXVec3Cross(&, &_look, &_right);
- // _up = Vector3.Cross(_look, _right);
- //D3DXVec3Normalize(&_up, &_up);
- mUp.Normalize();
- //D3DXVec3Cross(&_right, &_up, &_look);
- mRight = Vector3.Cross(mUp, mLook);
- //D3DXVec3Normalize(&_right, &_right);
- mRight.Normalize();
- // Build the view matrix:
- //float x = -D3DXVec3Dot(&_right, &_pos);
- //float y = -D3DXVec3Dot(&_up, &_pos);
- //float z = -D3DXVec3Dot(&_look, &_pos);
- float x = -Vector3.Dot(mRight, mPosition);
- float y = -Vector3.Dot(mUp, mPosition);
- float z = -Vector3.Dot(mLook, mPosition);
- mViewMatrix.M11 = mRight.X; mViewMatrix.M12 = mUp.X; mViewMatrix.M13 = mLook.X; mViewMatrix.M14 = 0.0f;
- mViewMatrix.M21 = mRight.Y; mViewMatrix.M22 = mUp.Y; mViewMatrix.M23 = mLook.Y; mViewMatrix.M24 = 0.0f;
- mViewMatrix.M31 = mRight.Z; mViewMatrix.M32 = mUp.Z; mViewMatrix.M33 = mLook.Z; mViewMatrix.M34 = 0.0f;
- mViewMatrix.M41 = x; mViewMatrix.M42 = y; mViewMatrix.M43 = z; mViewMatrix.M44 = 1.0f;
- return mViewMatrix;
- }
- public void Update(Microsoft.DirectX.Direct3D.Device m_Device3d)
- {
- Matrix V = UpdateCamera();
- m_Device3d.SetTransform(TransformType.View, V);
- }
- //视口大小
- public Viewport Viewport
- {
- get
- {
- return mViewPort;
- }
- }
- //观察变换矩阵
- public Matrix ViewMatrix
- {
- get
- {
- return m_ViewMatrix;
- }
- }
- //投影变换矩阵
- public Matrix ProjectionMatrix
- {
- get
- {
- return m_ProjectionMatrix;
- }
- }
- //世界变换矩阵
- public Matrix WorldMatrix
- {
- get
- {
- return m_WorldMatrix;
- }
- }
- /// <summary>
- /// UnProject和Project之前需要调用该方法
- /// </summary>
- /// <param name="m_Device3d"></param>
- public void ComputeMatrix(Device m_Device3d)
- {
- m_WorldMatrix = m_Device3d.GetTransform(TransformType.World);
- m_ProjectionMatrix = m_Device3d.GetTransform(TransformType.Projection);
- m_ViewMatrix = m_Device3d.GetTransform(TransformType.View);
- mViewPort = m_Device3d.Viewport;
- }
- /// <summary>
- /// Projects a point from world to screen coordinates.
- /// 计算指定世界坐标的屏幕坐标
- /// </summary>
- /// <param name="point">Point in world space</param>
- /// <returns>Point in screen space</returns>
- public Vector3 Project(Vector3 point)
- {
- point.Project(mViewPort, m_ProjectionMatrix, m_ViewMatrix, m_WorldMatrix);
- return point;
- }
- internal Vector3 UnProject(Vector3 v1)
- {
- v1.Unproject(mViewPort, m_ProjectionMatrix, m_ViewMatrix, m_WorldMatrix);
- return v1;
- }
- }
- }
增加一个围绕某条射线旋转的方法:
- //
- public void RotateRay(float angle, Vector3 vOrigin, Vector3 vAxis)
- {
- // 计算新的焦点
- Vector3 vView = mLook - vOrigin;
- Matrix temp = Matrix.RotationAxis(vAxis, angle);
- vView.TransformCoordinate(temp);
- //vView.RotateAxis(angle, vAxis);
- mLook = vOrigin + vView;
- // 计算新的视点
- vView = mPosition - vOrigin;
- // Matrix temp2 = Matrix.RotationAxis(vAxis, angle);
- vView.TransformCoordinate(temp);
- //vView.RotateAxis(angle, vAxis);
- mPosition = vOrigin + vView;
- mUp.TransformCoordinate(temp);
- // m_strafe.RotateAxis(angle, vAxis);
- }
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