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根据这个网站:http://www.directxtutorial.com/Lesson.aspx?lessonid=9-4-5DirectX9的移动摄像头左右
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.
我将承担所有我必须做的是改变pEye的x坐标,和帕特加/减向左移动和对。但是,当我这样做时,事情就会发生。有什么我做错了吗?以下是我的代码!
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);
}
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这是之前和移动之后的权利的示例。任何澄清将大大帮助!
那么,你只能改变位置,而不是你正在看的位置,所以这就是角度部分。也许它正在削弱遥远的一面。 – chris 2013-02-18 05:47:36