我正在尝试为我的 DirectX 游戏创建一个第一人称射击相机。但我正在努力让我的视图矩阵正确。目前我只能在屏幕上显示一个三角形,但是当我旋转相机并向前移动时,三角形似乎是在围绕相机旋转。这是我为相机类所做的代码
相机.h
#pragma once
#include"Window.h"
#include"Matrix.h"
#include "Vector3.h"
class Camera
{
public:
Camera();
Camera(float pitch, float yaw, Vector3 position);
~Camera();
void Update();
D3DXMATRIX BuildViewMatrix();
Vector3 GetPosition() const { return position; }
void SetPosition(Vector3 val) { position = val; }
protected:
float yaw;
float pitch;
Vector3 position;
};
相机.cpp
#include"Camera.h"
Camera::Camera()
{
yaw = 0.0f;
pitch = 0.0f;
}
Camera::Camera(float pitch, float yaw, Vector3 position)
{
this->pitch = pitch;
this->yaw = yaw;
this->position = position;
}
Camera::~Camera()
{
}
void Camera::Update()
{
pitch = min(pitch, 90.0f);
pitch = max(pitch, -90.0f);
if(yaw < 0)
yaw += 360.0f;
if( yaw > 360.0f)
yaw -= 360.0f;
if(Window::GetKeyboard()->KeyDown(KEYBOARD_W))
{
D3DXMATRIX translateMat;
D3DXMatrixTranslation(&translateMat, position.x, position.y, position.z);
D3DXMATRIX rotationMat;
D3DXMatrixRotationY(&rotationMat, D3DXToRadian(yaw));
D3DXMATRIX forwardMat;
D3DXMatrixTranslation(&forwardMat, 0.0f, 0.0f, 10.0f);
D3DXMATRIX transformMat = translateMat * rotationMat * forwardMat;
position.x = transformMat._41;
position.y = transformMat._42;
position.z = transformMat._43;
std::cout << "X: " << transformMat._41 << std::endl;
std::cout << "Y: " << transformMat._42 << std::endl;
std::cout << "Z: " << transformMat._43 << std::endl;
}
else if(Window::GetKeyboard()->KeyDown(KEYBOARD_S))
{
D3DXMATRIX translateMat;
D3DXMatrixTranslation(&translateMat, position.x, position.y, position.z);
D3DXMATRIX rotationMat;
D3DXMatrixRotationY(&rotationMat, D3DXToRadian(yaw));
D3DXMATRIX forwardMat;
D3DXMatrixTranslation(&forwardMat, 0.0f, 0.0f, -10.0f);
D3DXMATRIX transformMat = translateMat * rotationMat * forwardMat;
position.x = transformMat._41;
position.y = transformMat._42;
position.z = transformMat._43;
std::cout << "X: " << transformMat._41 << std::endl;
std::cout << "Y: " << transformMat._42 << std::endl;
std::cout << "Z: " << transformMat._43 << std::endl;
}
if(Window::GetKeyboard()->KeyDown(KEYBOARD_Q))
{
yaw = yaw - 1.0f;
}
if(Window::GetKeyboard()->KeyDown(KEYBOARD_E))
{
yaw = yaw + 1.0f;
}
}
D3DXMATRIX Camera::BuildViewMatrix()
{
D3DXMATRIX translationMat;
D3DXMatrixTranslation(&translationMat, (position.x * -1.0f), (position.y * -1.0f), (position.z * -1.0f));
D3DXMATRIX yawMat;
D3DXMatrixRotationY(&yawMat, D3DXToRadian((yaw * -1.0f)));
D3DXMATRIX pitchMat;
D3DXMatrixRotationX(&pitchMat, D3DXToRadian((pitch * -1.0f)));
D3DXMATRIX viewMat = pitchMat * yawMat * translationMat;
return viewMat;
}
我device->SetTransform(D3DTS_VIEW, &camera->BuildViewMatrix());
用来将视图矩阵发送到directX。我到底做错了什么?请帮忙
更新:
我更改了代码并尝试使用该D3DXMatrixLookAtLH
功能(根本不使用相机),但这一次,它什么也没做 - 无论我如何更改 LookAt 上的参数,三角形都保持在同一位置功能。这是它的代码:
void Renderer::Render()
{
device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 40, 40), 1.0f, 0);
device->BeginScene(); //Must be used as it tells DirectX we're starting to draw stuff.
D3DXMATRIX worldMat;
D3DXMatrixTranslation(&worldMat, 0.0f, 0.0f, 0.0f);
device->SetTransform(D3DTS_WORLD, &worldMat);
D3DXMATRIX viewMatrix;
D3DXMatrixLookAtLH( &viewMatrix,
&D3DXVECTOR3(0.0f, -100.0f, 1000.0f), //position
&D3DXVECTOR3(0.0f, 1.0f, 0.0f), //Look at
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));
device->SetTransform(D3DTS_VIEW, &viewMatrix);
//device->SetTransform(D3DTS_VIEW, &camera->BuildViewMatrix());
D3DXMATRIX projMatrix;
D3DXMatrixPerspectiveFovLH( &projMatrix,
D3DXToRadian(45),
(float)width/(float)height,
1.0f,
10000.0f);
device->SetTransform(D3DTS_PROJECTION, &projMatrix);
device->SetFVF(VERTEXFORMAT);
device->SetStreamSource(0, vertexBuffer, 0, sizeof(VERTEX));
device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
device->EndScene(); //Thank you for waiting, I have finished drawing stuff on the screen, please handle the rest Mr DirectX.
device->Present(NULL, NULL, NULL, NULL);
}