http://www.youtube.com/watch?v=M8A1H7xWJcI&feature=youtu.be
观看该视频。
我的问题是左,右旋转正常但向上,向下旋转无法正常工作(请参阅视频)。我猜轴问题
那是我的来源
GunObject来源 //缩放
XMMATRIX matScale = XMMatrixIdentity();
matScale = XMMatrixScaling(m_Scaling.x, m_Scaling.y, m_Scaling.z);
// rotation
XMMATRIX matRoation = XMMatrixIdentity();
matRoation *= XMMatrixRotationNormal(XMLoadFloat3(&XMFLOAT3(0.0f, 1.0f, 0.0f)), m_fRotAngleY);
matRoation *= XMMatrixRotationNormal(XMLoadFloat3(&vRight), m_fRotAngleX);
// Translate
XMMATRIX matTranslate = XMMatrixIdentity();
matTranslate = XMMatrixTranslation(m_Pos.x, m_Pos.y, m_Pos.z);
XMMATRIX matWorld = XMMatrixIdentity();
matWorld = matScale * matRoation * matTranslate;
XMStoreFloat4x4(&m_f4x4World, matWorld);
XMStoreFloat4x4(&m_f4x4ViewProj, matViewProj);
XMStoreFloat4x4(&m_f4x4WorldViewProj, matWorld * matViewProj);
FPSCamera查看矩阵源
XMVECTOR vRight = XMLoadFloat3(&m_vRight);
XMVECTOR vUp = XMLoadFloat3(&m_vUp);
XMVECTOR vLook = XMLoadFloat3(&m_vLook);
XMVECTOR vPosition = XMLoadFloat3(&m_vPosition);
// 룩벡터와 업벡터, 횡벡터를 정규직교화 한다.
vLook = XMVector3Normalize(vLook);
vUp = XMVector3Normalize( XMVector3Cross(vLook, vRight) );
// 룩벡터와 업벡터는 이미 정규화과 되어 있으므로 횡벡터를 정규화 할 필요가 없다.
vRight = XMVector3Cross(vUp, vLook);
vRight = XMVector3Normalize(vRight);
// 뷰행렬의 내용물을 설정한다.
XMStoreFloat3(&m_vRight, vRight);
XMStoreFloat3(&m_vUp, vUp);
XMStoreFloat3(&m_vLook, vLook);
m_f4x4View(0, 0) = m_vRight.x;
m_f4x4View(1, 0) = m_vRight.y;
m_f4x4View(2, 0) = m_vRight.z;
m_f4x4View(3, 0) = -m_fOffsetX;
//m_f4x4View(3, 0) = -XMVectorGetX(XMVector3Dot(vPosition, vRight));
m_f4x4View(0, 1) = m_vUp.x;
m_f4x4View(1, 1) = m_vUp.y;
m_f4x4View(2, 1) = m_vUp.z;
m_f4x4View(3, 1) = -XMVectorGetX(XMVector3Dot(vPosition, vUp));
m_f4x4View(0, 2) = m_vLook.x;
m_f4x4View(1, 2) = m_vLook.y;
m_f4x4View(2, 2) = m_vLook.z;
m_f4x4View(3, 2) = -m_fOffsetZ;
m_f4x4View(0, 3) = 0.0f;
m_f4x4View(1, 3) = 0.0f;
m_f4x4View(2, 3) = 0.0f;
m_f4x4View(3, 3) = 1.0f;
m_vPosition.x -= m_fOffsetX;
m_vPosition.z -= m_fOffsetZ;
vPosition = XMLoadFloat3(&m_vPosition);
XMFLOAT4X4 tempTranslateMatrix;
XMStoreFloat4x4(&tempTranslateMatrix, XMMatrixIdentity());
tempTranslateMatrix(3, 0) = -XMVectorGetX(XMVector3Dot(vPosition, vRight));
tempTranslateMatrix(3, 1) = 0.0f;
tempTranslateMatrix(3, 2) = -XMVectorGetX(XMVector3Dot(vPosition, vLook));;
tempTranslateMatrix(3, 3) = 1.0f;
XMMATRIX tempView = XMLoadFloat4x4(&m_f4x4View);
tempView *= XMLoadFloat4x4(&tempTranslateMatrix);
XMStoreFloat4x4(&m_f4x4View, tempView);