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FPS camera.


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#1 snoddas14   Members   -  Reputation: 100

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Posted 23 March 2007 - 03:16 AM

hey. i got this issue that i dont understand, and its the camera lookat. i want to use my mouse to look around and move whit W,A,S,D but i cant get it together. plz help me.

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#2 Asesh   Members   -  Reputation: 268

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Posted 23 March 2007 - 03:55 AM

The camera lookat vector is the vector that specifies the point in the world where you want to aim the camera.

Here's the code for the second one:

D3DCamera.h:

#ifndef D3DCAMERA_H
#define D3DCAMERA_H

// CD3DCamera class
class CD3DCamera {
public:
CD3DCamera(); // Constructor

void resetCamera(); // Reset the camera
void rotateCamera(); // Rotate the camera
void walk(float fUnits); // Camera fo walking
void strafe(float fUnits); // Camera for strafing
void fly(float fUnits); // Camera for flying
void yaw(float fAngle); // Camera for yawing
void roll(float fAngle); // Camera for rolling
void pitch(float fAngle); // Camera for pitching
void zoom(float fUnits); // For zooming and out
D3DXMATRIX *getViewMatrix(D3DXMATRIX *pmatView); // Get view transformation matrix

// ECameraType enumeration
enum ECameraType {
Land, // Camera is on the land
Air, // Camera is on the air
};

private:
POINT m_point; // Screen coordinates

D3DXMATRIXA16 m_matView; // View transformation matrix

float m_fX, m_fY, m_fZ; // View positions

D3DXVECTOR3 m_vecPosition, m_vecUp, m_vecRight, m_vecLookAt; // 3D vectors

BOOL m_bCameraPosChanged; // This will notify us if the camera's position has changed since last update

ECameraType m_cameraType; // This will hold camera type
};

extern CD3DCamera *g_pD3DCamera; // Externed class pointer

#endif // D3DCAMERA_H

D3DCamera.cpp:

//------------------------------------------------------------------
// Name: CD3DCamera
// Desc: CD3DCamera constructor
//------------------------------------------------------------------
CD3DCamera::CD3DCamera()
{
m_vecPosition = D3DXVECTOR3(0.0f, 0.0f, -5.0f); // Position vector
m_vecLookAt = D3DXVECTOR3(0.0f, 0.0f, 1.0f); // Look vector
m_vecUp = D3DXVECTOR3(0.0f, 1.0f, 0.0f); // Up vector
m_vecRight = D3DXVECTOR3(1.0f, 0.0f, 0.0f); // Right vector

m_cameraType = Land; // Set camera type to land
}

//------------------------------------------------------------------
// Name: resetCamera
// Desc: Reset the camera
//------------------------------------------------------------------
void CD3DCamera::resetCamera()
{
m_vecPosition = D3DXVECTOR3(0.0f, 0.0f, -250.0f);
m_vecLookAt = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
m_vecUp = D3DXVECTOR3(0.0f, 1.0f, 0.0f);
::D3DXMatrixLookAtLH(&m_matView, &m_vecPosition, &m_vecLookAt, &m_vecUp);
g_pD3DGraphics->setViewTransform(&m_matView);
}

//------------------------------------------------------------------
// Name: rotateCamera
// Desc: Rotate the camera to an arbitrary axis
//------------------------------------------------------------------
void CD3DCamera::rotateCamera()
{
}

//------------------------------------------------------------------
// Name: walk
// Desc: Camera for walking
//------------------------------------------------------------------
void CD3DCamera::walk(float fUnits)
{
// Walk only on the XZ plane when the camera is on the land
if(m_cameraType == Land)
m_vecPosition += ::D3DXVECTOR3(m_vecLookAt.x, 0.0f, m_vecLookAt.z) * fUnits;
else
m_vecPosition += m_vecLookAt * fUnits;
}

//------------------------------------------------------------------
// Name: strafe
// Desc: Camera for strafing
//------------------------------------------------------------------
void CD3DCamera::strafe(float fUnits)
{
// Move only on the XZ plane when the camera is on the land
if(m_cameraType == Land)
m_vecPosition += ::D3DXVECTOR3(m_vecRight.x, 0.0f, m_vecRight.z) * fUnits;
else
m_vecPosition += m_vecRight * fUnits;
}

//------------------------------------------------------------------
// Name: fly
// Desc: Camera for flying
//------------------------------------------------------------------
void CD3DCamera::fly(float fUnits)
{
// Move only on y-axis when the camera is on the land
if(m_cameraType == Land)
m_vecPosition.y += fUnits;
else
m_vecPosition += m_vecUp * fUnits;
}

//------------------------------------------------------------------
// Name: yaw
// Desc: Camera for yawing
//------------------------------------------------------------------
void CD3DCamera::yaw(float fAngle)
{
// If the camera is on land
if(m_cameraType == Land)
::D3DXMatrixRotationY(&m_matView, fAngle); // Rotate around the y-axis

// The camera is on th air
else
::D3DXMatrixRotationAxis(&m_matView, &m_vecUp, fAngle); // Rotate the up vector

// Rotate right and look vectors around y-axis
::D3DXVec3TransformCoord(&m_vecRight, &m_vecRight, &m_matView);
::D3DXVec3TransformCoord(&m_vecLookAt, &m_vecLookAt, &m_matView);
}

//------------------------------------------------------------------
// Name: roll
// Desc: Camera for rolling
//------------------------------------------------------------------
void CD3DCamera::roll(float fAngle)
{
// Check to see if the camera is on the air
if(m_cameraType == Air) {

// Rotate the look-at vector by the specified amount
::D3DXMatrixRotationAxis(&m_matView, &m_vecLookAt, fAngle);

// Rotate up and right vectors around look vector
::D3DXVec3TransformCoord(&m_vecUp, &m_vecUp, &m_matView);
::D3DXVec3TransformCoord(&m_vecRight, &m_vecRight, &m_matView);
}
}

//------------------------------------------------------------------
// Name: pitch
// Desc: Camera for pitching
//------------------------------------------------------------------
void CD3DCamera::pitch(float fAngle)
{
// Rotate around the x-axis
::D3DXMatrixRotationAxis(&m_matView, &m_vecRight, fAngle);

// Rotate up and look vectors around the right vector
::D3DXVec3TransformCoord(&m_vecUp, &m_vecUp, &m_matView);
::D3DXVec3TransformCoord(&m_vecLookAt, &m_vecLookAt, &m_matView);
}

//------------------------------------------------------------------
// Name: zoom
// Desc: For zooming in and out
//------------------------------------------------------------------
void CD3DCamera::zoom(float fUnits)
{
m_vecPosition.z = fUnits;
}

//------------------------------------------------------------------
// Name: getViewMatrix
// Desc: Get the view transformation matrix
//------------------------------------------------------------------
D3DXMATRIX *CD3DCamera::getViewMatrix(D3DXMATRIX *pmatView)
{
// Normalize the look-at vector
::D3DXVec3Normalize(&m_vecLookAt, &m_vecLookAt);

// Keep up vector orthogonal to the look and right vectors
::D3DXVec3Cross(&m_vecUp, &m_vecLookAt, &m_vecRight);

// Normalize the up vector
::D3DXVec3Normalize(&m_vecUp, &m_vecUp);

// Keep right vector orthogonal to right and up vectors
::D3DXVec3Cross(&m_vecRight, &m_vecUp, &m_vecLookAt);

// Normalize the right vector
::D3DXVec3Normalize(&m_vecRight, &m_vecRight);

// Build the view matrix
m_fX = -::D3DXVec3Dot(&m_vecRight, &m_vecPosition); // X-coordinate
m_fY = -::D3DXVec3Dot(&m_vecUp, &m_vecPosition); // Y-coordinate
m_fZ = -::D3DXVec3Dot(&m_vecLookAt, &m_vecPosition); // Z-coordinate

// Modify the values of view transformation matrix
(*pmatView)(0, 0) = m_vecRight.x; (*pmatView)(0, 1) = m_vecUp.x; (*pmatView)(0, 2) = m_vecLookAt.x; (*pmatView)(0, 3) = 0.0f;
(*pmatView)(1, 0) = m_vecRight.y; (*pmatView)(1, 1) = m_vecUp.y; (*pmatView)(1, 2) = m_vecLookAt.y; (*pmatView)(1, 3) = 0.0f;
(*pmatView)(2, 0) = m_vecRight.z; (*pmatView)(2, 1) = m_vecUp.z; (*pmatView)(2, 2) = m_vecLookAt.z; (*pmatView)(2, 3) = 0.0f;
(*pmatView)(3, 0) = m_fX; (*pmatView)(3, 1) = m_fY; (*pmatView)(3, 2) = m_fZ; (*pmatView)(3, 3) = 1.0f;

return pmatView;
}

I would recommend this book: "Introduction to 3D game programming with DirectX 9.0c a shader approach" by Frank Luna. That's the best book out there!! Here you can download that's book's source code: http://www.wordware.com/files/dx9c/ Good luck

#3 Evil Steve   Members   -  Reputation: 1987

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Posted 23 March 2007 - 03:55 AM

Define "look around and move". What should each key do? You can't get full lookat and movement with just 4 keys (in a easy way). What do you have at the moment? In what way does it not work?




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