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DXUTcamera.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\DarkPuzzle\DXUT\Optional\DXUTcamera.h
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//-------------------------------------------------------------------------------------- // File: Camera.h // // Helper functions for Direct3D programming. // // Copyright (c) Microsoft Corporation. All rights reserved //-------------------------------------------------------------------------------------- #pragma once #ifndef CAMERA_H #define CAMERA_H //-------------------------------------------------------------------------------------- class CD3DArcBall { public: CD3DArcBall(); // Functions to change behavior void Reset(); void SetTranslationRadius( FLOAT fRadiusTranslation ) { m_fRadiusTranslation = fRadiusTranslation; } void SetWindow( INT nWidth, INT nHeight, FLOAT fRadius = 0.9f ) { m_nWidth = nWidth; m_nHeight = nHeight; m_fRadius = fRadius; m_vCenter = D3DXVECTOR2(m_nWidth/2.0f,m_nHeight/2.0f); } void SetOffset( INT nX, INT nY ) { m_Offset.x = nX; m_Offset.y = nY; } // Call these from client and use GetRotationMatrix() to read new rotation matrix void OnBegin( int nX, int nY ); // start the rotation (pass current mouse position) void OnMove( int nX, int nY ); // continue the rotation (pass current mouse position) void OnEnd(); // end the rotation // Or call this to automatically handle left, middle, right buttons LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); // Functions to get/set state const D3DXMATRIX* GetRotationMatrix() { return D3DXMatrixRotationQuaternion(&m_mRotation, &m_qNow); }; const D3DXMATRIX* GetTranslationMatrix() const { return &m_mTranslation; } const D3DXMATRIX* GetTranslationDeltaMatrix() const { return &m_mTranslationDelta; } bool IsBeingDragged() const { return m_bDrag; } D3DXQUATERNION GetQuatNow() const { return m_qNow; } void SetQuatNow( D3DXQUATERNION q ) { m_qNow = q; } static D3DXQUATERNION WINAPI QuatFromBallPoints( const D3DXVECTOR3 &vFrom, const D3DXVECTOR3 &vTo ); protected: D3DXMATRIXA16 m_mRotation; // Matrix for arc ball's orientation D3DXMATRIXA16 m_mTranslation; // Matrix for arc ball's position D3DXMATRIXA16 m_mTranslationDelta; // Matrix for arc ball's position POINT m_Offset; // window offset, or upper-left corner of window INT m_nWidth; // arc ball's window width INT m_nHeight; // arc ball's window height D3DXVECTOR2 m_vCenter; // center of arc ball FLOAT m_fRadius; // arc ball's radius in screen coords FLOAT m_fRadiusTranslation; // arc ball's radius for translating the target D3DXQUATERNION m_qDown; // Quaternion before button down D3DXQUATERNION m_qNow; // Composite quaternion for current drag bool m_bDrag; // Whether user is dragging arc ball POINT m_ptLastMouse; // position of last mouse point D3DXVECTOR3 m_vDownPt; // starting point of rotation arc D3DXVECTOR3 m_vCurrentPt; // current point of rotation arc D3DXVECTOR3 ScreenToVector( float fScreenPtX, float fScreenPtY ); }; //-------------------------------------------------------------------------------------- // used by CCamera to map WM_KEYDOWN keys //-------------------------------------------------------------------------------------- enum D3DUtil_CameraKeys { CAM_STRAFE_LEFT = 0, CAM_STRAFE_RIGHT, CAM_MOVE_FORWARD, CAM_MOVE_BACKWARD, CAM_MOVE_UP, CAM_MOVE_DOWN, CAM_RESET, CAM_CONTROLDOWN, CAM_MAX_KEYS, CAM_UNKNOWN = 0xFF }; #define KEY_WAS_DOWN_MASK 0x80 #define KEY_IS_DOWN_MASK 0x01 #define MOUSE_LEFT_BUTTON 0x01 #define MOUSE_MIDDLE_BUTTON 0x02 #define MOUSE_RIGHT_BUTTON 0x04 #define MOUSE_WHEEL 0x08 //-------------------------------------------------------------------------------------- // Simple base camera class that moves and rotates. The base class // records mouse and keyboard input for use by a derived class, and // keeps common state. //-------------------------------------------------------------------------------------- class CBaseCamera { public: CBaseCamera(); // 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 ) = 0; // Functions to change camera matrices virtual void Reset(); virtual void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ); virtual void SetProjParams( FLOAT fFOV, FLOAT fAspect, FLOAT fNearPlane, FLOAT fFarPlane ); // Functions to change behavior virtual void SetDragRect( RECT &rc ) { m_rcDrag = rc; } void SetInvertPitch( bool bInvertPitch ) { m_bInvertPitch = bInvertPitch; } 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 const D3DXMATRIX* GetViewMatrix() const { return &m_mView; } const D3DXMATRIX* GetProjMatrix() const { return &m_mProj; } const D3DXVECTOR3* GetEyePt() const { return &m_vEye; } const D3DXVECTOR3* GetLookAtPt() const { return &m_vLookAt; } float GetNearClip() const { return m_fNearPlane; } float GetFarClip() const { return m_fFarPlane; } bool IsBeingDragged() const { return (m_bMouseLButtonDown || m_bMouseMButtonDown || m_bMouseRButtonDown); } bool IsMouseLButtonDown() const { return m_bMouseLButtonDown; } bool IsMouseMButtonDown() const { return m_bMouseMButtonDown; } bool IsMouseRButtonDown() const { 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 ) const { return( (key & KEY_IS_DOWN_MASK) == KEY_IS_DOWN_MASK ); } bool WasKeyDown( BYTE key ) const { return( (key & KEY_WAS_DOWN_MASK) == KEY_WAS_DOWN_MASK ); } void ConstrainToBoundary( D3DXVECTOR3* pV ); void UpdateMouseDelta(); void UpdateVelocity( float fElapsedTime ); void GetInput( bool bGetKeyboardInput, bool bGetMouseInput, bool bGetGamepadInput, bool bResetCursorAfterMove ); D3DXMATRIX m_mView; // View matrix D3DXMATRIX m_mProj; // Projection matrix DXUT_GAMEPAD m_GamePad[DXUT_MAX_CONTROLLERS]; // XInput controller state D3DXVECTOR3 m_vGamePadLeftThumb; D3DXVECTOR3 m_vGamePadRightThumb; double m_GamePadLastActive[DXUT_MAX_CONTROLLERS]; int m_cKeysDown; // Number of camera keys that are down. BYTE m_aKeys[CAM_MAX_KEYS]; // State of input - KEY_WAS_DOWN_MASK|KEY_IS_DOWN_MASK D3DXVECTOR3 m_vKeyboardDirection; // Direction vector of keyboard input POINT m_ptLastMousePosition; // Last absolute position 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 RECT m_rcDrag; // Rectangle within which a drag can be initiated. 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 }; //-------------------------------------------------------------------------------------- // 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
DXUTcamera.h
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