DirectX9左右移动相机

DirectX9 moving a camera left and right

本文关键字:相机 移动 左右 DirectX9      更新时间:2023-10-16

根据本网站: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.

我想我所要做的就是改变pEye的x坐标,以及pAt的正负值来向左和向右移动。然而,当我这样做的时候,奇怪的事情就会发生。我做错了什么吗?下面是我的代码!

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);
}

[之前][1]![2]之后

这是Before和After向右移动的示例。任何澄清都将大有帮助!

移动相机的位置和它要看的地方:

void world_view:: MoveRight(float units) {
struct_world_view.vLookAt.x += units;
struct_world_view.vPosition.x += units;
}

编辑:如果你只想向右移动,你可能需要检查负单位。