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Camera.cpp
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#include "Camera.h"
using namespace DirectX;
Camera::~Camera()
{
}
XMVECTOR Camera::GetPositionXM() const
{
return m_Transform.GetPositionXM();
}
XMFLOAT3 Camera::GetPosition() const
{
return m_Transform.GetPosition();
}
float Camera::GetRotationX() const
{
return m_Transform.GetRotation().x;
}
float Camera::GetRotationY() const
{
return m_Transform.GetRotation().y;
}
XMVECTOR Camera::GetRightAxisXM() const
{
return m_Transform.GetRightAxisXM();
}
XMFLOAT3 Camera::GetRightAxis() const
{
return m_Transform.GetRightAxis();
}
XMVECTOR Camera::GetUpAxisXM() const
{
return m_Transform.GetUpAxisXM();
}
XMFLOAT3 Camera::GetUpAxis() const
{
return m_Transform.GetUpAxis();
}
XMVECTOR Camera::GetLookAxisXM() const
{
return m_Transform.GetForwardAxisXM();
}
XMFLOAT3 Camera::GetLookAxis() const
{
return m_Transform.GetForwardAxis();
}
XMMATRIX Camera::GetViewXM() const
{
return m_Transform.GetWorldToLocalMatrixXM();
}
XMMATRIX Camera::GetProjXM() const
{
return XMMatrixPerspectiveFovLH(m_FovY, m_Aspect, m_NearZ, m_FarZ);
}
XMMATRIX Camera::GetViewProjXM() const
{
return GetViewXM() * GetProjXM();
}
D3D11_VIEWPORT Camera::GetViewPort() const
{
return m_ViewPort;
}
void Camera::SetFrustum(float fovY, float aspect, float nearZ, float farZ)
{
m_FovY = fovY;
m_Aspect = aspect;
m_NearZ = nearZ;
m_FarZ = farZ;
}
void Camera::SetViewPort(const D3D11_VIEWPORT & viewPort)
{
m_ViewPort = viewPort;
}
void Camera::SetViewPort(float topLeftX, float topLeftY, float width, float height, float minDepth, float maxDepth)
{
m_ViewPort.TopLeftX = topLeftX;
m_ViewPort.TopLeftY = topLeftY;
m_ViewPort.Width = width;
m_ViewPort.Height = height;
m_ViewPort.MinDepth = minDepth;
m_ViewPort.MaxDepth = maxDepth;
}
// ******************
// 第一人称/自由视角摄像机
//
FirstPersonCamera::~FirstPersonCamera()
{
}
void FirstPersonCamera::SetPosition(float x, float y, float z)
{
SetPosition(XMFLOAT3(x, y, z));
}
void FirstPersonCamera::SetPosition(const XMFLOAT3& pos)
{
m_Transform.SetPosition(pos);
}
void FirstPersonCamera::LookAt(const XMFLOAT3 & pos, const XMFLOAT3 & target,const XMFLOAT3 & up)
{
m_Transform.SetPosition(pos);
m_Transform.LookAt(target, up);
}
void FirstPersonCamera::LookTo(const XMFLOAT3 & pos, const XMFLOAT3 & to, const XMFLOAT3 & up)
{
m_Transform.SetPosition(pos);
m_Transform.LookTo(to, up);
}
void FirstPersonCamera::Strafe(float d)
{
m_Transform.Translate(m_Transform.GetRightAxis(), d);
}
void FirstPersonCamera::Walk(float d)
{
XMVECTOR rightVec = m_Transform.GetRightAxisXM();
XMVECTOR frontVec = XMVector3Normalize(XMVector3Cross(rightVec, g_XMIdentityR1));
XMFLOAT3 front;
XMStoreFloat3(&front, frontVec);
m_Transform.Translate(front, d);
}
void FirstPersonCamera::MoveForward(float d)
{
m_Transform.Translate(m_Transform.GetForwardAxis(), d);
}
void FirstPersonCamera::Pitch(float rad)
{
XMFLOAT3 rotation = m_Transform.GetRotation();
// 将绕x轴旋转弧度限制在[-7pi/18, 7pi/18]之间
rotation.x += rad;
if (rotation.x > XM_PI * 7 / 18)
rotation.x = XM_PI * 7 / 18;
else if (rotation.x < -XM_PI * 7 / 18)
rotation.x = -XM_PI * 7 / 18;
m_Transform.SetRotation(rotation);
}
void FirstPersonCamera::RotateY(float rad)
{
XMFLOAT3 rotation = m_Transform.GetRotation();
rotation.y = XMScalarModAngle(rotation.y + rad);
m_Transform.SetRotation(rotation);
}
// ******************
// 第三人称摄像机
//
ThirdPersonCamera::~ThirdPersonCamera()
{
}
XMFLOAT3 ThirdPersonCamera::GetTargetPosition() const
{
return m_Target;
}
float ThirdPersonCamera::GetDistance() const
{
return m_Distance;
}
void ThirdPersonCamera::RotateX(float rad)
{
XMFLOAT3 rotation = m_Transform.GetRotation();
// 将绕x轴旋转弧度限制在[0, pi/3]之间
rotation.x += rad;
if (rotation.x < 0.0f)
rotation.x = 0.0f;
else if (rotation.x > XM_PI / 3)
rotation.x = XM_PI / 3;
m_Transform.SetRotation(rotation);
m_Transform.SetPosition(m_Target);
m_Transform.Translate(m_Transform.GetForwardAxis(), -m_Distance);
}
void ThirdPersonCamera::RotateY(float rad)
{
XMFLOAT3 rotation = m_Transform.GetRotation();
rotation.y = XMScalarModAngle(rotation.y + rad);
m_Transform.SetRotation(rotation);
m_Transform.SetPosition(m_Target);
m_Transform.Translate(m_Transform.GetForwardAxis(), -m_Distance);
}
void ThirdPersonCamera::Approach(float dist)
{
m_Distance += dist;
// 限制距离在[m_MinDist, m_MaxDist]之间
if (m_Distance < m_MinDist)
m_Distance = m_MinDist;
else if (m_Distance > m_MaxDist)
m_Distance = m_MaxDist;
m_Transform.SetPosition(m_Target);
m_Transform.Translate(m_Transform.GetForwardAxis(), -m_Distance);
}
void ThirdPersonCamera::SetRotationX(float rad)
{
XMFLOAT3 rotation = m_Transform.GetRotation();
// 将绕x轴旋转弧度限制在[0, pi/3]之间
rotation.x = rad;
if (rotation.x < 0.0f)
rotation.x = 0.0f;
else if (rotation.x > XM_PI / 3)
rotation.x = XM_PI / 3;
m_Transform.SetRotation(rotation);
m_Transform.SetPosition(m_Target);
m_Transform.Translate(m_Transform.GetForwardAxis(), -m_Distance);
}
void ThirdPersonCamera::SetRotationY(float rad)
{
XMFLOAT3 rotation = m_Transform.GetRotation();
rotation.y = XMScalarModAngle(rad);
m_Transform.SetRotation(rotation);
m_Transform.SetPosition(m_Target);
m_Transform.Translate(m_Transform.GetForwardAxis(), -m_Distance);
}
void ThirdPersonCamera::SetTarget(const XMFLOAT3 & target)
{
m_Target = target;
}
void ThirdPersonCamera::SetDistance(float dist)
{
m_Distance = dist;
}
void ThirdPersonCamera::SetDistanceMinMax(float minDist, float maxDist)
{
m_MinDist = minDist;
m_MaxDist = maxDist;
}