topical media & game development
graphic-directx-game-19-Gun-Camera.cpp / cpp
//=============================================================================
// Camera.cpp by Frank Luna (C) 2004 All Rights Reserved.
//=============================================================================
include <Camera.h>
include <DirectInput.h>
include <d3dUtil.h>
include <Terrain.h>
Camera* gCamera = 0;
Camera::Camera()
{
D3DXMatrixIdentity(&mView);
D3DXMatrixIdentity(&mProj);
D3DXMatrixIdentity(&mViewProj);
mPosW = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
mRightW = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
mUpW = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
mLookW = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
// Client should adjust to a value that makes sense for application's
// unit scale, and the object the camera is attached to--e.g., car, jet,
// human walking, etc.
mSpeed = 50.0f;
}
const D3DXMATRIX& Camera::view() const
{
return mView;
}
const D3DXMATRIX& Camera::proj() const
{
return mProj;
}
const D3DXMATRIX& Camera::viewProj() const
{
return mViewProj;
}
const D3DXVECTOR3& Camera::right() const
{
return mRightW;
}
const D3DXVECTOR3& Camera::up() const
{
return mUpW;
}
const D3DXVECTOR3& Camera::look() const
{
return mLookW;
}
D3DXVECTOR3& Camera::pos()
{
return mPosW;
}
void Camera::lookAt(D3DXVECTOR3& pos, D3DXVECTOR3& target, D3DXVECTOR3& up)
{
D3DXVECTOR3 L = target - pos;
D3DXVec3Normalize(&L, &L);
D3DXVECTOR3 R;
D3DXVec3Cross(&R, &up, &L);
D3DXVec3Normalize(&R, &R);
D3DXVECTOR3 U;
D3DXVec3Cross(&U, &L, &R);
D3DXVec3Normalize(&U, &U);
mPosW = pos;
mRightW = R;
mUpW = U;
mLookW = L;
buildView();
buildWorldFrustumPlanes();
mViewProj = mView * mProj;
}
void Camera::setLens(float fov, float aspect, float nearZ, float farZ)
{
D3DXMatrixPerspectiveFovLH(&mProj, fov, aspect, nearZ, farZ);
buildWorldFrustumPlanes();
mViewProj = mView * mProj;
}
void Camera::setSpeed(float s)
{
mSpeed = s;
}
bool Camera::isVisible(const AABB& box)const
{
// Test assumes frustum planes face inward.
D3DXVECTOR3 P;
D3DXVECTOR3 Q;
// N *Q *P
// | / /
// |/ /
// -----/----- Plane -----/----- Plane
// / / |
// / / |
// *P *Q N
//
// PQ forms diagonal most closely aligned with plane normal.
// For each frustum plane, find the box diagonal (there are four main
// diagonals that intersect the box center point) that points in the
// same direction as the normal along each axis (i.e., the diagonal
// that is most aligned with the plane normal). Then test if the box
// is in front of the plane or not.
for(int i = 0; i < 6; ++i)
{
// For each coordinate axis x, y, z...
for(int j = 0; j < 3; ++j)
{
// Make PQ point in the same direction as the plane normal on this axis.
if( mFrustumPlanes[i][j] >= 0.0f )
{
P[j] = box.minPt[j];
Q[j] = box.maxPt[j];
}
else
{
P[j] = box.maxPt[j];
Q[j] = box.minPt[j];
}
}
// If box is in negative half space, it is behind the plane, and thus, completely
// outside the frustum. Note that because PQ points roughly in the direction of the
// plane normal, we can deduce that if Q is outside then P is also outside--thus we
// only need to test Q.
if( D3DXPlaneDotCoord(&mFrustumPlanes[i], &Q) < 0.0f ) // outside
return false;
}
return true;
}
void Camera::update(float dt, Terrain* terrain, float offsetHeight)
{
// Find the net direction the camera is traveling in (since the
// camera could be running and strafing).
D3DXVECTOR3 dir(0.0f, 0.0f, 0.0f);
if( gDInput->keyDown(DIK_W) )
dir += mLookW;
if( gDInput->keyDown(DIK_S) )
dir -= mLookW;
if( gDInput->keyDown(DIK_D) )
dir += mRightW;
if( gDInput->keyDown(DIK_A) )
dir -= mRightW;
// Move at mSpeed along net direction.
D3DXVec3Normalize(&dir, &dir);
D3DXVECTOR3 newPos = mPosW + dir*mSpeed*dt;
if( terrain != 0)
{
// New position might not be on terrain, so project the
// point onto the terrain.
newPos.y = terrain->getHeight(newPos.x, newPos.z) + offsetHeight;
// Now the difference of the new position and old (current)
// position approximates a tangent vector on the terrain.
D3DXVECTOR3 tangent = newPos - mPosW;
D3DXVec3Normalize(&tangent, &tangent);
// Now move camera along tangent vector.
mPosW += tangent*mSpeed*dt;
// After update, there may be errors in the camera height since our
// tangent is only an approximation. So force camera to correct height,
// and offset by the specified amount so that camera does not sit
// exactly on terrain, but instead, slightly above it.
mPosW.y = terrain->getHeight(mPosW.x, mPosW.z) + offsetHeight;
}
else
{
mPosW = newPos;
}
// We rotate at a fixed speed.
float pitch = gDInput->mouseDY() / 150.0f;
float yAngle = gDInput->mouseDX() / 150.0f;
// Rotate camera's look and up vectors around the camera's right vector.
D3DXMATRIX R;
D3DXMatrixRotationAxis(&R, &mRightW, pitch);
D3DXVec3TransformCoord(&mLookW, &mLookW, &R);
D3DXVec3TransformCoord(&mUpW, &mUpW, &R);
// Rotate camera axes about the world's y-axis.
D3DXMatrixRotationY(&R, yAngle);
D3DXVec3TransformCoord(&mRightW, &mRightW, &R);
D3DXVec3TransformCoord(&mUpW, &mUpW, &R);
D3DXVec3TransformCoord(&mLookW, &mLookW, &R);
// Rebuild the view matrix to reflect changes.
buildView();
buildWorldFrustumPlanes();
mViewProj = mView * mProj;
}
void Camera::buildView()
{
// Keep camera's axes orthogonal to each other and of unit length.
D3DXVec3Normalize(&mLookW, &mLookW);
D3DXVec3Cross(&mUpW, &mLookW, &mRightW);
D3DXVec3Normalize(&mUpW, &mUpW);
D3DXVec3Cross(&mRightW, &mUpW, &mLookW);
D3DXVec3Normalize(&mRightW, &mRightW);
// Fill in the view matrix entries.
float x = -D3DXVec3Dot(&mPosW, &mRightW);
float y = -D3DXVec3Dot(&mPosW, &mUpW);
float z = -D3DXVec3Dot(&mPosW, &mLookW);
mView(0,0) = mRightW.x;
mView(1,0) = mRightW.y;
mView(2,0) = mRightW.z;
mView(3,0) = x;
mView(0,1) = mUpW.x;
mView(1,1) = mUpW.y;
mView(2,1) = mUpW.z;
mView(3,1) = y;
mView(0,2) = mLookW.x;
mView(1,2) = mLookW.y;
mView(2,2) = mLookW.z;
mView(3,2) = z;
mView(0,3) = 0.0f;
mView(1,3) = 0.0f;
mView(2,3) = 0.0f;
mView(3,3) = 1.0f;
}
void Camera::buildWorldFrustumPlanes()
{
// Note: Extract the frustum planes in world space.
D3DXMATRIX VP = mView * mProj;
D3DXVECTOR4 col0(VP(0,0), VP(1,0), VP(2,0), VP(3,0));
D3DXVECTOR4 col1(VP(0,1), VP(1,1), VP(2,1), VP(3,1));
D3DXVECTOR4 col2(VP(0,2), VP(1,2), VP(2,2), VP(3,2));
D3DXVECTOR4 col3(VP(0,3), VP(1,3), VP(2,3), VP(3,3));
// Planes face inward.
mFrustumPlanes[0] = (D3DXPLANE)(col2); // near
mFrustumPlanes[1] = (D3DXPLANE)(col3 - col2); // far
mFrustumPlanes[2] = (D3DXPLANE)(col3 + col0); // left
mFrustumPlanes[3] = (D3DXPLANE)(col3 - col0); // right
mFrustumPlanes[4] = (D3DXPLANE)(col3 - col1); // top
mFrustumPlanes[5] = (D3DXPLANE)(col3 + col1); // bottom
for(int i = 0; i < 6; i++)
D3DXPlaneNormalize(&mFrustumPlanes[i], &mFrustumPlanes[i]);
}
(C) Æliens
20/2/2008
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