自己根据C++ D3D的源码改写一个相机类(第一人称)。

 using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.DirectX;
using Microsoft.DirectX.PrivateImplementationDetails;
using Microsoft.DirectX.Direct3D; namespace AppScene
{
public enum CameraType { LANDOBJECT, AIRCRAFT };
public class Camera
{
CameraType mCameraType;
Vector3 mPosition; //相机位置
Vector3 mLook;//LookVector
Vector3 mUp;// UpVector
Vector3 mRight;// RightVector
Vector3 ViewFrustum;// 平面截投体 protected Viewport mViewPort;//视口大小
protected Matrix m_ProjectionMatrix; //上一次渲染采用的投影变换矩阵 Projection matrix used in last render.
protected Matrix m_ViewMatrix; //上一次渲染采用的观察矩阵 View matrix used in last render.
protected Matrix m_WorldMatrix = Matrix.Identity;//世界变换矩阵
public Camera()
{
mCameraType = CameraType.AIRCRAFT;
mPosition = new Vector3(0.0f, 0.0f, -50.0f);//注意默认位置,现在对了。
mRight = new Vector3(0.0f, 1.0f, 0.0f);
mUp = new Vector3(0.0f, 1.0f, 0.0f);
mLook = new Vector3(0.0f, 0.0f, 10.0f);
}
public Camera(Vector3 cameraPosition, Vector3 cameraTarget, Vector3 upVector)
{
mCameraType = CameraType.AIRCRAFT;
mPosition = new Vector3(0.0f, 0.0f, -100.0f);
mRight = new Vector3(1.0f, 0.0f, 0.0f);
mUp = new Vector3(0.0f, 1.0f, 0.0f);
mLook = new Vector3(0.0f, 0.0f, 0.0f);
}
public void setCameraType(CameraType cameraType)
{
mCameraType = cameraType;
}
//前后移动
public void walk(float units)
{
// move only on xz plane for land object
if (mCameraType == CameraType.LANDOBJECT)
mPosition += new Vector3(mLook.X, 0.0f, mLook.Z) * units; if (mCameraType == CameraType.AIRCRAFT)
mPosition += mLook * units;
}
//左右移动,扫射
public void strafe(float units)
{
// move only on xz plane for land object
if (mCameraType == CameraType.LANDOBJECT)
mPosition += new Vector3(mRight.X, 0.0f, mRight.Z) * units; if (mCameraType == CameraType.AIRCRAFT)
mPosition += mRight * units;
}
//上下移动
public void fly(float units)
{
// move only on y-axis for land object
if (mCameraType == CameraType.LANDOBJECT)
mPosition.Y += units; if (mCameraType == CameraType.AIRCRAFT)
mPosition += mUp * units;
} // 倾斜角
public void Pitch(float angle)
{
Matrix T = Matrix.Identity;
//D3DXMatrixRotationAxis(&T, &_right, angle);
T.RotateAxis(mRight, angle);
// rotate _up and _look around _right vector
mUp.TransformCoordinate(T);
mLook.TransformCoordinate(T);
//D3DXVec3TransformCoord(&_up, &_up, &T);
//D3DXVec3TransformCoord(&_look, &_look, &T);
}
//俯仰角
public void Roll(float angle)
{
// only roll for aircraft type
if (mCameraType == CameraType.AIRCRAFT)
{
Matrix T = Matrix.Identity;
T.RotateAxis(mLook, angle); // rotate _up and _right around _look vector
mRight.TransformCoordinate(T);
mUp.TransformCoordinate(T);
}
}
// 航偏角
public void Yaw(float angle)
{
Matrix T = Matrix.Identity; // rotate around world y (0, 1, 0) always for land object
if (mCameraType == CameraType.LANDOBJECT)
T.RotateY(angle);
// rotate around own up vector for aircraft
if (mCameraType == CameraType.AIRCRAFT)
T.RotateAxis(mUp, angle); // rotate _right and _look around _up or y-axis
mRight.TransformCoordinate(T);
mLook.TransformCoordinate(T);
}
public void SetPosition(Vector3 position)// 设置相机世界坐标
{
mPosition = position;
}
//更新相机状态
public Matrix UpdateCamera()
{
Matrix mViewMatrix = Matrix.Identity;
// Keep camera's axes orthogonal to eachother
//D3DXVec3Normalize(&_look, &_look);
mLook.Normalize();
//D3DXVec3Cross(&, &_look, &_right);
// _up = Vector3.Cross(_look, _right);
//D3DXVec3Normalize(&_up, &_up);
mUp.Normalize();
//D3DXVec3Cross(&_right, &_up, &_look);
mRight = Vector3.Cross(mUp, mLook);
//D3DXVec3Normalize(&_right, &_right);
mRight.Normalize();
// Build the view matrix:
//float x = -D3DXVec3Dot(&_right, &_pos);
//float y = -D3DXVec3Dot(&_up, &_pos);
//float z = -D3DXVec3Dot(&_look, &_pos);
float x = -Vector3.Dot(mRight, mPosition);
float y = -Vector3.Dot(mUp, mPosition);
float z = -Vector3.Dot(mLook, mPosition); mViewMatrix.M11 = mRight.X; mViewMatrix.M12 = mUp.X; mViewMatrix.M13 = mLook.X; mViewMatrix.M14 = 0.0f;
mViewMatrix.M21 = mRight.Y; mViewMatrix.M22 = mUp.Y; mViewMatrix.M23 = mLook.Y; mViewMatrix.M24 = 0.0f;
mViewMatrix.M31 = mRight.Z; mViewMatrix.M32 = mUp.Z; mViewMatrix.M33 = mLook.Z; mViewMatrix.M34 = 0.0f;
mViewMatrix.M41 = x; mViewMatrix.M42 = y; mViewMatrix.M43 = z; mViewMatrix.M44 = 1.0f;
return mViewMatrix;
} public void Update(Microsoft.DirectX.Direct3D.Device m_Device3d)
{
Matrix V = UpdateCamera();
m_Device3d.SetTransform(TransformType.View, V);
}
//视口大小
public Viewport Viewport
{
get
{
return mViewPort;
}
}
//观察变换矩阵
public Matrix ViewMatrix
{
get
{
return m_ViewMatrix;
}
}
//投影变换矩阵
public Matrix ProjectionMatrix
{
get
{
return m_ProjectionMatrix;
}
}
//世界变换矩阵
public Matrix WorldMatrix
{
get
{
return m_WorldMatrix;
}
}
/// <summary>
/// UnProject和Project之前需要调用该方法
/// </summary>
/// <param name="m_Device3d"></param>
public void ComputeMatrix(Device m_Device3d)
{
m_WorldMatrix = m_Device3d.GetTransform(TransformType.World);
m_ProjectionMatrix = m_Device3d.GetTransform(TransformType.Projection);
m_ViewMatrix = m_Device3d.GetTransform(TransformType.View);
mViewPort = m_Device3d.Viewport;
}
/// <summary>
/// Projects a point from world to screen coordinates.
/// 计算指定世界坐标的屏幕坐标
/// </summary>
/// <param name="point">Point in world space</param>
/// <returns>Point in screen space</returns>
public Vector3 Project(Vector3 point)
{
point.Project(mViewPort, m_ProjectionMatrix, m_ViewMatrix, m_WorldMatrix);
return point;
} internal Vector3 UnProject(Vector3 v1)
{
v1.Unproject(mViewPort, m_ProjectionMatrix, m_ViewMatrix, m_WorldMatrix);
return v1;
}
}
}

增加一个围绕某条射线旋转的方法:

  //
public void RotateRay(float angle, Vector3 vOrigin, Vector3 vAxis)
{
// 计算新的焦点
Vector3 vView = mLook - vOrigin;
Matrix temp = Matrix.RotationAxis(vAxis, angle);
vView.TransformCoordinate(temp);
//vView.RotateAxis(angle, vAxis);
mLook = vOrigin + vView; // 计算新的视点
vView = mPosition - vOrigin;
// Matrix temp2 = Matrix.RotationAxis(vAxis, angle);
vView.TransformCoordinate(temp);
//vView.RotateAxis(angle, vAxis);
mPosition = vOrigin + vView; mUp.TransformCoordinate(temp);
// m_strafe.RotateAxis(angle, vAxis);
}

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