www.pudn.com > DZY_Game.rar > Game_Camera.h


#pragma once 
#include "..\Include\stdafx.h" 
 
class Game_Camera{ 
		FLOAT m_Yaw; 
		FLOAT m_Pitch; 
 
		D3DXVECTOR3 m_vPos; 
		IDirect3DSurface9 *pBackBuffer; 
		D3DSURFACE_DESC m_d3dsdBackBuffer; 
		int m_scrWidth; 
		int m_scrHeight; 
		D3DXMATRIX m_matProjection; 
		D3DXMATRIX m_matView; 
	public: 
		D3DXVECTOR3 m_vLookat; 
		Game_Camera(LPD3DXVECTOR3 pos); 
		~Game_Camera(); 
		 
		VOID GetLookAt(D3DVECTOR *lookAt){ 
			lookAt->x=m_vPos.x+m_Distance*cosf(m_Pitch)*sinf(m_Yaw); 
			lookAt->y=m_vPos.y+m_Distance*sinf(m_Pitch); 
			lookAt->z=m_vPos.z+m_Distance*cosf(m_Pitch)*cosf(m_Yaw); 
		} 
		VOID SetLookAt(LPD3DXVECTOR3 pLookAt){ 
			m_vPos.x=pLookAt->x-m_Distance*cosf(m_Pitch)*sinf(m_Yaw);	//更新摄像机坐标 
			m_vPos.y=pLookAt->y-m_Distance*sinf(m_Pitch);				//更新摄像机坐标 
			m_vPos.z=pLookAt->z-m_Distance*cosf(m_Pitch)*cosf(m_Yaw);	 
		} 
		FLOAT m_Distance; 
 
		D3DXVECTOR3 * GetCameraPos(){return &m_vPos;} 
		D3DXMATRIX* GetViewMatrix(){return &m_matView;} 
 
		void MoveRelative(float dSide,float dForward); 
		void Update2DMatrix(); 
		void Update3DMatrix(); 
		void YawPitchAt(float yaw,float pitch); 
};