DirectX9左右移动相机

时间:2013-02-18 05:34:17

标签: c++ directx-9

根据此网站:http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-5

3DXMATRIX* D3DXMATRIXLookAtLH(D3DXMATRIX* pOut,
                               CONST D3DXVECTOR3* pEye,
                               CONST D3DXVECTOR3* pAt,
                               CONST D3DXVECTOR3* pUp);

D3DXMATRIX* pOut,

// We know this one. It is the pointer to the matrix we are going to fill.

CONST D3DXVECTOR3* pEye,

// This parameter is a pointer to a vector which contains the exact position 
// of the camera. Considering our example above, we want to fill this struct 
// with (100, 100, 100).

CONST D3DXVECTOR3* pAt,

// This vector contains the exact location the camera should look at.
// Our example is looking at (0, 0, 0), so we will fill this struct 
// with those values.

CONST D3DXVECTOR3* pUp,

// This vector contains the direction of "up" for the camera. In other 
// words, what direction will the top of the screen be. Usually, game 
// programmers use the y-axis as the "up" direction. To set the camera 
// this way, you simply need to fill this struct with (0, 1, 0), or 
// 1.0f on the y-axis and 0.0f on the other two.

我认为我所要做的就是改变pEye的x坐标,并且pAt加/减来左右移动。然而,当我这样做时,会发生一些时髦的事情。有什么我做错了吗?以下是我的代码!

void world_view::start_cam() {

    vPosition = D3DXVECTOR3 ( console_editor.window_w/2 , console_editor.window_h/2 , console_editor.window_h/2 );
    vLookAt = D3DXVECTOR3 ( console_editor.window_w/2 , console_editor.window_h/2 , 0.0f );
    vUp = D3DXVECTOR3 ( 0.0f , -1.0f , 0.0f );

    fov = D3DXToRadian(90);    // the horizontal field of view
    aspectRatio = (FLOAT)console_editor.window_w / (FLOAT)console_editor.window_h; // aspect ratio
    zNear = 1.0f;
    zFar = console_editor.window_h/2+10;

}

void world_view:: MoveLeft(float units) {

}

void world_view:: MoveRight(float units) {

    D3DXVECTOR3 vTemp = struct_world_view.vPosition;

vTemp.x = vTemp.x + units;
//vTemp.y = vTemp.y + units;
//vTemp.z = vTemp.z + units;

struct_world_view.vPosition = vTemp;

D3DXVECTOR3 vlTemp = struct_world_view.vLookAt;

vlTemp.x + units;
//vlTemp.y + units;
//vlTemp.z + units;

struct_world_view.vLookAt = vlTemp;

}

void world_view::UpdateCamera(){

    D3DXMatrixLookAtLH(&struct_world_view.cam,
                        &struct_world_view.vPosition,
                        &struct_world_view.vLookAt,
                        &struct_world_view.vUp);


    D3DXMatrixPerspectiveFovLH(&struct_world_view.cam_lens,
                               struct_world_view.fov,
                               struct_world_view.aspectRatio,
                               struct_world_view.zNear,
                               struct_world_view.zFar);

}

![前] [1]![后] [2]

这是向前和向右移动的示例。任何澄清都会有很大帮助!

1 个答案:

答案 0 :(得分:3)

移动相机的位置和它看起来的位置:

void world_view:: MoveRight(float units) {

struct_world_view.vLookAt.x += units;
struct_world_view.vPosition.x += units;

}

编辑:同样 - 如果您只想向右移动,您可能需要检查负面单位。