DX中物体绕Camera转动的问题

lsmdiao0812 2008-12-09 02:07:30
想实现这样的功能:即游戏的Camera在转动/移动,场景中的物体也跟着转动/移动(当然,转动/移动的值可能不同),实现的效果就是用户看来物体没有动一样。不知道描叙清楚没有,本人一直在线,可以讨论。
附:本人结贴率比较高,如果有人能帮忙解决此问题,一定另加分。

下面是我写的一个程序,是从DX的一个例子里面改编的,现在效果是Camera在转动,而三角形没动,所以看起来三角形在转动。现在要做的是使三角形也转动,即人看起来好像物体没动一样,希望哪位高人能补充下代码:
[code=C/C++]//=============================================================================
// Desc: 使用顶点缓冲区绘制三角形
//=============================================================================

#include "d3dx9.h"

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
//LPDIRECT3DVERTEXBUFFER9 g_pVB1 = NULL; //顶点缓冲区对象
//D3DXMATRIX g_matrix;
//D3DXMATRIX g_worldMat;

HRESULT SetUpViewAndProTrans();

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) //顶点格式


//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, true);
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xffff0000);

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 世界变换
//-----------------------------------------------------------------------------
HRESULT SetUpWorldTrans()
{
D3DXMATRIX worldMat;
D3DXMatrixIdentity(&worldMat);
D3DXMatrixTranslation(&worldMat, -1,1,0);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &worldMat);

return S_OK;
}

HRESULT SetUpWorldTrans1()
{
D3DXMATRIX worldMat;
D3DXMatrixIdentity(&worldMat);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &worldMat);

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 变换,Camera绕Y方向旋转
//-----------------------------------------------------------------------------
HRESULT SetUpViewAndProTrans()
{
const int iR = 4;//半径
long time = timeGetTime() / 10;
float fD = (time % 360) * D3DX_PI / 180;

D3DXMATRIX viewMat;
D3DXMatrixIdentity(&viewMat);
D3DXVECTOR3 eyeVec(iR * cosf(fD), 0.0f, iR * sinf(fD));
//D3DXVECTOR3 eyeVec(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 lookVec(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upVec(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&viewMat, &eyeVec, &lookVec, &upVec);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &viewMat);

D3DXMATRIXA16 ProMat;
D3DXMatrixIdentity(&ProMat);
D3DXMatrixPerspectiveFovLH( &ProMat, D3DX_PI/4, 1.0f, 1.0f, 10.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &ProMat );

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ -1.0f, 1.0f, 0.0f, 0xffff0000, },
{ 0.0f, -1.0f, 0.0f, 0xff00ff00, },
{ -2.0f, -1.0f, 0.0f, 0xff0000ff, },
};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

/*******************************************************************************/


return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}


//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetUpViewAndProTrans();
SetUpWorldTrans();

//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
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lsmdiao0812 2008-12-10
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lsmdiao0812 2008-12-09
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还有点问题,就是显示形状有点变化,哪位高手指出来一下:
//=============================================================================
// Desc: 使用顶点缓冲区绘制三角形
//=============================================================================

#include "d3dx9.h"

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
LPDIRECT3DVERTEXBUFFER9 g_pVB1 = NULL; //顶点缓冲区对象
//D3DXMATRIX g_matrix;
D3DXMATRIX g_matTree;


HRESULT SetUpViewAndProTrans();

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) //顶点格式


//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, true);
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xffff0000);

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 世界变换
//-----------------------------------------------------------------------------
HRESULT SetUpWorldTrans()
{
D3DXMATRIX worldMat;
D3DXMatrixIdentity(&worldMat);

g_pd3dDevice->SetTransform(D3DTS_WORLD, &worldMat);

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 变换,Camera绕Y方向旋转
//-----------------------------------------------------------------------------
HRESULT SetUpViewAndProTrans()
{
static float iR = 4;//半径
long time = timeGetTime() / 10;
float fD = (time % 360) * D3DX_PI / 180;

D3DXMATRIX viewMat;
D3DXMatrixIdentity(&viewMat);
//D3DXVECTOR3 eyeVec(iR * cosf(fD), 0.0f, iR * sinf(fD));
//D3DXVECTOR3 eyeVec(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 eyeVec(iR, 0.0f, iR);
D3DXVECTOR3 lookVec(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 upVec(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&viewMat, &eyeVec, &lookVec, &upVec);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &viewMat);

D3DXMATRIXA16 ProMat;
D3DXMatrixIdentity(&ProMat);
D3DXMatrixPerspectiveFovLH( &ProMat, D3DX_PI/4, 1.0f, 1.0f, 10.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &ProMat );


//下面是新做的处理
static D3DXMATRIX staticMat;
D3DXMatrixIdentity(&g_matTree);

static int i = 1;
if (i == 1)
{
D3DXMATRIX invMat;
D3DXMatrixInverse(&invMat,NULL,&viewMat);
D3DXMatrixMultiply(&staticMat,&g_matTree,&invMat);

i++;
}


D3DXMatrixMultiply(&g_matTree, &viewMat, &staticMat);


D3DXMatrixInverse(&g_matTree,NULL,&g_matTree);

iR+=0.01;


return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 0.0f, 0.5f, 0.0f, 0xffff0000, },
{ 0.5f, -0.5f, 0.0f, 0xff00ff00, },
{ -0.5f, -0.5f, 0.0f, 0xff0000ff, },
};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

/*******************************************************************************/
//顶点数据
CUSTOMVERTEX vertices1[] =
{
{ 0.0f, 1.0f, 0.0f, 0xffff0000, },
{ 1.0f, -1.0f, 0.0f, 0xff00ff00, },
{ -1.0f, -1.0f, 0.0f, 0xff0000ff, },
};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB1, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices1;
if( FAILED( g_pVB1->Lock( 0, sizeof(vertices1), (void**)&pVertices1, 0 ) ) )
return E_FAIL;
memcpy( pVertices1, vertices1, sizeof(vertices1) );
g_pVB1->Unlock();

return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}


//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetUpViewAndProTrans();


//SetUpWorldTrans();

////在后台缓冲区绘制图形
//g_pd3dDevice->SetStreamSource( 0, g_pVB1, 0, sizeof(CUSTOMVERTEX) );
//g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
//g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

/*********************************************************************************/

g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matTree);

//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
e_sharp 2008-12-09
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lsmdiao0812 2008-12-09
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11楼说的对,是这样的,我以前也知道是要这样,但就是不会写代码实现,现在终于搞出来了
sun007700 2008-12-09
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楼上说的有道理啊,为什么不让物体和摄像机一同旋转移动呢?难道物体不可以操作吗?
yndfcd 2008-12-09
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你的意思是让场景中的某些物体相对于摄像机静止吧.我看你上面的描述,还以为让整个场景相对于摄像机静止呢.

有两种方法,第一种方法是在绘制这些物体时把摄像机矩阵设置为单位矩阵.

第二种方法是让物体和摄像机一起移动

matrix world;

D3DXMatrixRotationY( &world, -fd );

然后在绘制这些物体时,将WorldMatrix设置成上面的就行了.
lsmdiao0812 2008-12-09
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期待热心的通知
lsmdiao0812 2008-12-09
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不是的,摄像机现在已经可以动了,就是不知道如何使得物体也一起动,有点像BillBoard效果,总是面对摄像机,BillBoard只是面对摄像机,我这既要面对摄像机,而且物体大小也不能变
yndfcd 2008-12-09
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你的意思是说,你可以修改其它任何的代码,但是无法修改让摄像机动起来的代码?
就是这个函数:SetUpViewAndProTrans
lsmdiao0812 2008-12-09
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关键是现在我们游戏中摄像机是动的啊
lsmdiao0812 2008-12-09
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���ڹؼ���������Ϸ������Ƕ��İ�
yndfcd 2008-12-09
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直接把摄像机设成静止的不就行了.为啥要搞那么麻烦?
toadzw 2008-12-09
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up
toadzw 2008-12-09
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up
lsmdiao0812 2008-12-09
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顶啊
lsmdiao0812 2008-12-09
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接上面
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}


//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"顶点缓冲区",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( InitVB() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render(); //渲染图形
}
}
}
}

UnregisterClass(L"ClassName", wc.hInstance);
return 0;
}

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