2011-11-08 44 views
0

ma初心者プログラマーと私は最初の人物のカメラを使って部屋を歩くことができるプロジェクトを作成しています。これまで建物が描かれていますが、今は固まっています。誰かが私が使用できるカメラクラスまたはいくつかの便利なコードに向かって私を指差してくれるかもしれない一人称カメラ?ありがとうございます。C++一人称カメラdirectx

以下は、自分の建物のコードですが、私の完全なプロジェクトではありません。回転するので、私が描いていたものを見ることができました。 私は、矢印キーを使用して前後に移動することができ、また、左右になりたい:)

#include <stdio.h> 
#include <d3d9.h> 
#include <d3dx9.h> 
#include <dinput.h> 
#include <math.h> 

const char TITLE[] = "game experimenting"; 



#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) 

//*****Direct 3D Initialization***** 
LPDIRECT3D9    g_pD3D  = NULL; 
LPDIRECT3DDEVICE9  g_pd3dDevice = NULL; 

// Buffer to hold vertices 
LPDIRECT3DVERTEXBUFFER9 g_pVB  = NULL; 

//Direct Input References 
LPDIRECTINPUT8 m_pDIObject = NULL;//DirectInput object 
LPDIRECTINPUTDEVICE8 m_pDIKeyboardDevice = NULL;//keyboard device 
LPDIRECTINPUTDEVICE8 m_pDIMouseDevice = NULL;//mouse device 
LPDIRECTINPUTDEVICE8 m_pDIJoystickDevice = NULL;//joystick device 

//D3DXMATRIX Transformation Matrices 
D3DXMATRIX g_matProj; 
D3DXMATRIX g_matView; 
D3DXMATRIX g_matWorld; 
//********************** 

//****** Vertex Buffer Definition and Setting *** 

struct CUSTOMVERTEX 
{ 
    FLOAT x, y, z; // The position for the vertex 
    DWORD color;  // The vertex color 
}; 


int numberOfTriangles = 34; 
int numberOfVertecies = 3*numberOfTriangles; 
float scale = 1.0f; 
float doorHeight = 1.0f; 
float doorWidth = 0.25f; 

CUSTOMVERTEX g_Vertices[] = 
{ 
    // Y +Axis 
    //Top Side Outer Wall 
    { 1.0f, 1.0f,-1.0f, 0xffffffff, }, 
    { 1.0f, 1.0f,1.0f, 0xffffffff, }, 
    { -1.0f,1.0f, -1.0f, 0xffffffff,}, //Triangle 
    { -1.0f,1.0f, 1.0f, 0xffffffff,}, 
    { 1.0f, 1.0f, 1.0f, 0xffffffff, }, 
    { -1.0f,1.0f, -1.0f, 0xffffffff,}, //Triangle 
    //Top Side Inner Wall 
    { 0.9f, 0.9f,-0.9f, 0x00ff0000, }, 
    { 0.9f, 0.9f,0.9f, 0x00ff0000, }, 
    { -0.9f,0.9f, -0.9f, 0x00ff0000,}, //Triangle 
    { -0.9f,0.9f, 0.9f, 0x00ff0000,}, 
    { 0.9f, 0.9f, 0.9f, 0x00ff0000, }, 
    { -0.9f,0.9f, -0.9f, 0x00ff0000,}, //Triangle 

    // X +Axis 
    //Right Side Outer Wall 
    { 1.0f, 1.0f,-1.0f, 0xffffffff, }, 
    { 1.0f, 1.0f,1.0f, 0xffffffff, }, 
    { 1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle 
    { 1.0f,-1.0f, 1.0f, 0xffffffff,}, 
    { 1.0f, 1.0f, 1.0f, 0xffffffff, }, 
    { 1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle 

    //Right Side Inner Wall 
    { 0.9f, 0.9f,-0.9f, 0xff0000ff, }, 
    { 0.9f, 0.9f,0.9f, 0xff0000ff, }, 
    { 0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle 
    { 0.9f,-1.0f, 0.9f, 0xff0000ff,}, 
    { 0.9f, 0.9f, 0.9f, 0xff0000ff, }, 
    { 0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle 

    // X -Axis 
    //Left Side Outer Wall 
    {-1.0f, 1.0f,-1.0f, 0xffffffff, }, 
    {-1.0f, 1.0f,1.0f, 0xffffffff, }, 
    {-1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle 
    {-1.0f,-1.0f, 1.0f, 0xffffffff,}, 
    {-1.0f, 1.0f, 1.0f, 0xffffffff, }, 
    {-1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle 

    //Left Side Inner Wall 
    {-0.9f, 0.9f,-0.9f, 0xff0000ff, }, 
    {-0.9f, 0.9f,0.9f, 0xff0000ff, }, 
    {-0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle 
    {-0.9f,-1.0f, 0.9f, 0xff0000ff,}, 
    {-0.9f, 0.9f, 0.9f, 0xff0000ff, }, 
    {-0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle 

    // Z +Axis 
    //Back Outer Wall 
    { 1.0f,-1.0f, 1.0f, 0xffffffff, }, 
    { 1.0f, 1.0f, 1.0f, 0xffffffff, }, 
    { -1.0f,-1.0f, 1.0f, 0xffffffff,}, /////Triangle 
    { -1.0f,1.0f, 1.0f, 0xffffffff,}, 
    { 1.0f, 1.0f, 1.0f, 0xffffffff, }, 
    { -1.0f,-1.0f, 1.0f, 0xffffffff,}, /////Triangle 

    //Back Inner Wall 
    { 0.9f,-1.0f, 0.9f, 0xff0000ff, }, 
    { 0.9f, 0.9f, 0.9f, 0xff0000ff, }, 
    { -0.9f,-1.0f, 0.9f, 0xff0000ff,}, /////Triangle 
    { -0.9f,0.9f, 0.9f, 0xff0000ff,}, 
    { 0.9f, 0.9f, 0.9f, 0xff0000ff, }, 
    { -0.9f,-1.0f, 0.9f, 0xff0000ff,}, /////Triangle 

    // Z Negative Axis 
    //Front Outer Wall Top1 
    { 1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff, }, 
    { 1.0f, 1.0f, -1.0f, 0xffffffff, }, 
    { -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle 
    //Front Outer Wall Top2 
    { -1.0f, 1.0f, -1.0f, 0xffffffff, }, 
    { 1.0f, 1.0f, -1.0f, 0xffffffff, }, 
    { -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle 
    //Front Outer Wall Left1 
    { -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, 
    { -1.0f,-1.0f, -1.0f, 0xffffffff,}, 
    { -1.0f+(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,}, /////Triangle 
    //Front Outer Wall Left2 
    { -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, 
    { -1.0f+(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,}, 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle 
    //Front Outer Wall Right1 
    { 1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, 
    { 1.0f,-1.0f, -1.0f, 0xffffffff,}, 
    { 1.0f-(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,}, /////Triangle 
    //Front Outer Wall Right2 
    { 1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, 
    { 1.0f-(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,}, 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle 

    //Door Inner Edges Right of door 1 
    { 1.0f-(scale-doorWidth),-1.0f, -1.0f, 0xffff0099,}, 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle 
    //Door Inner Edges Right of door 2 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, 
    { 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle 
    //Door Inner Edges Left of door 1 
    { -1.0f+(scale-doorWidth),-1.0f, -1.0f, 0xffff0099,}, 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle 
    //Door Inner Edges Left of door 2 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, 
    { -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle 
    //Door Inner Edges Top Of Door 1 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, /////Triangle 
    //Door Inner Edges Top Of Door 2 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,}, 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, /////Triangle 

    //FRONT Inner Wall Top1 
    { 0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff, }, 
    { 0.9f, 1.0f, -0.9f, 0xff0000ff, }, 
    { -0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,}, /////Triangle 
    //FRONT Inner Wall Top2 
    { -0.9f, 1.0f, -0.9f, 0xff0000ff, }, 
    { 0.9f, 1.0f, -0.9f, 0xff0000ff, }, 
    { -0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,}, /////Triangle 
    //FRONT Inner Wall Left1 
    { -0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,}, 
    { -0.9f,-1.0f, -0.9f, 0xff0000ff,}, 
    { -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xff0000ff,}, /////Triangle 
    //FRONT Inner Wall Left2 
    { -0.9f,-1.0f+doorHeight, -0.9f, 0xff0ff0ff,}, 
    { -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xff0ff0ff,}, 
    { -1.0f+(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xff0ff0ff,}, /////Triangle 
    //FRONT Inner Wall Right1 
    { 0.9f,-1.0f+doorHeight, -0.9f, 0xff0ff0ff,}, 
    { 0.9f,-1.0f, -0.9f, 0xff0ff0ff,}, 
    { 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xff0ff0ff,}, /////Triangle 
    //FRONT Inner Wall Right2 
    { 0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,}, 
    { 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xff0000ff,}, 
    { 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xff0000ff,}, /////Triangle 

    }; 

//******************************************************************* 
// Name: SetupMatrices() 
// Desc: Sets up the world, view, and projection transform matrices. 
//------------------------------------------------------------------- 
void SetupMatrices() 
{ 
    static float time = 0.0f; 
    time += 10.0f; 

    D3DXMatrixIdentity(&g_matWorld); 
    D3DXMatrixRotationYawPitchRoll(&g_matWorld, 
     time/1000.0f, 
     time/700.0f, 
     time/850.0f); 
    g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matWorld); 

    D3DXMatrixLookAtLH(&g_matView, &D3DXVECTOR3(0.0f, 0.0f,-5.0f), 
     &D3DXVECTOR3(0.0f, 0.0f, 0.0f), 
     &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); 
    g_pd3dDevice->SetTransform(D3DTS_VIEW, &g_matView); 

    D3DXMatrixPerspectiveLH(&g_matProj, 2.0f, 2.0f/1.5f, 
     1.0f, 10000.0f); 
    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &g_matProj); 
} 

void TestForMouse() 
{ 
    DIMOUSESTATE mouseState; 
    m_pDIMouseDevice->GetDeviceState(sizeof(mouseState), 
     (LPVOID)&mouseState); 
    if(mouseState.rgbButtons[0] & 0x80) // left mouse button down 
    { 
    } 
} 

//************************ MESSAGE HANDLER ************************** 

LRESULT CALLBACK WindowProc(HWND hwnd, 
    UINT msg, 
    WPARAM wparam, 
    LPARAM lparam) 
{ 
    // this is the main message handler of the system 
    PAINTSTRUCT  ps; // used in WM_PAINT 
    HDC    hdc; // handle to a device context 

    // what is the message 
    switch(msg) 
    { 
    case WM_CREATE: 
     { 
      // do initialization stuff here 
      return(0); 
     } 

    case WM_PAINT: 
     { 
      // validate the window 
      hdc = BeginPaint(hwnd,&ps); 
      EndPaint(hwnd,&ps); 
      return(0); 
     } 

    case WM_KEYDOWN: 
     { 
      // Handle any non-accelerated key commands 
      switch (wparam) 
      { 
      case VK_ESCAPE: 
      case VK_F12: 
       PostMessage(hwnd, WM_CLOSE, 0, 0); 
       return (0); 
      default: 
       char message[15]; 
       sprintf_s(message, "Key Pressed: %c", (char)wparam); 
       MessageBox(NULL, message, "Key Pressed", MB_OK); 
      } 
      break; 
     } 

    case WM_DESTROY: 
     { 
      // kill the application   
      PostQuitMessage(0); 

      return(0); 
     } 

    default: 
     break; 

    } // end switch 

    // process any messages that wasn't taken care of 
    return (DefWindowProc(hwnd, msg, wparam, lparam)); 

} // end WinProc 


//********************* END OF MESSAGE HANDLER *********************** 

void InitializeDX(HWND hwnd) 
{ 
    if(!(g_pD3D = Direct3DCreate9(D3D_SDK_VERSION))) 
     MessageBox(hwnd,"Direct3d Create problem", NULL, NULL); 

    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; 

    if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, 
     D3DCREATE_SOFTWARE_VERTEXPROCESSING, 
     &d3dpp, &g_pd3dDevice))) 
     MessageBox(hwnd,"CreateDevice problem", NULL, NULL); 

    //InitializeCircleArray(); 
    //InitializeSquareArray(); 

    //*************************** Create Vertex Buffer **************************** 
    if(FAILED(g_pd3dDevice->CreateVertexBuffer(numberOfVertecies*sizeof(CUSTOMVERTEX), 
     0 /* Usage */, D3DFVF_CUSTOMVERTEX, 
     D3DPOOL_MANAGED, &g_pVB, NULL))) 
     MessageBox(hwnd,"Vertex Buffer problem",NULL,NULL); 

    VOID* pVertices; 
    if(FAILED(g_pVB->Lock(0, sizeof(g_Vertices), (void**)&pVertices, 0))) 
     MessageBox(hwnd,"Vertex Lock Problem",NULL,NULL); 

    memcpy(pVertices, g_Vertices, sizeof(g_Vertices)); 

    g_pVB->Unlock(); 

    g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer 
} 
void InitializeDI(HWND hwnd) 
{ 
    if(FAILED(DirectInput8Create(GetModuleHandle(NULL), 
     DIRECTINPUT_VERSION, 
     IID_IDirectInput8, 
     (void**)&m_pDIObject, 
     NULL))) 
     MessageBox(hwnd,"DirectInput8Create() failed!",NULL,NULL); 
    // Setup Mouse Input 
    if(FAILED(m_pDIObject->CreateDevice(GUID_SysMouse, 
     &m_pDIMouseDevice, 
     NULL))) 
     MessageBox(hwnd,"CreateDevice() failed!",NULL,NULL); 
    if(FAILED(m_pDIMouseDevice->SetDataFormat(&c_dfDIMouse))) 
     MessageBox(hwnd,"SetDataFormat() failed!",NULL,NULL); 
    if(FAILED(m_pDIMouseDevice->SetCooperativeLevel(hwnd, 
     DISCL_BACKGROUND | DISCL_NONEXCLUSIVE))) 
     MessageBox(hwnd,"SetCooperativeLevel() failed!",NULL,NULL); 
    if(FAILED(m_pDIMouseDevice->Acquire())) 
     MessageBox(hwnd,"Acquire() failed!",NULL,NULL); 
} 

//**************************Render and display the scene*********************** 
void Render() 
{ 
    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); 

    // Turn off D3D lighting, 
    // providing our own vertex colours 
    g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); 

    // Turn off culling 
    g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); 

    // Begin the scene 
    if(SUCCEEDED(g_pd3dDevice->BeginScene())) 
    { 
     SetupMatrices(); 
     // Rendering of scene objects can happen here 
     g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX)); 
     g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); 
     //g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 179); // 179 triangles from 181 vertices 
     //g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2); 

     g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, numberOfTriangles); //1 triangle 
     // End the scene 
     g_pd3dDevice->EndScene(); 
    } 

    g_pd3dDevice->Present(NULL, NULL, NULL, NULL); 
} 

//************************ WIN MAIN*********************** 

int WINAPI WinMain(HINSTANCE hinstance, 
    HINSTANCE hprevinstance, 
    LPSTR lpcmdline, 
    int ncmdshow) 
{ 
    WNDCLASS winclass; // this will hold the class 
    HWND  hwnd;  // generic window handle 
    MSG   msg;  // generic message 

    // first fill in the window class stucture 
    winclass.style   = CS_HREDRAW | CS_VREDRAW;     
    winclass.lpfnWndProc = WindowProc; 
    winclass.cbClsExtra  = 0; 
    winclass.cbWndExtra  = 0; 
    winclass.hInstance  = hinstance; 
    winclass.hIcon   = LoadIcon(NULL, IDI_APPLICATION); 
    winclass.hCursor  = LoadCursor(NULL, IDC_ARROW); 
    // winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); 
    // winclass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); 
    winclass.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(255, 0, 0)); 
    winclass.lpszMenuName = NULL; 
    winclass.lpszClassName = "DX9WinClass"; 

    // register the window class 
    if (!RegisterClass(&winclass)) 
     return(0); 

    // create the window 
    if (!(hwnd = CreateWindow("DX9WinClass", // class 
     TITLE,  // title 
     WS_OVERLAPPEDWINDOW | WS_VISIBLE, 
     0, 
     0, 
     //Set the size of the window to the size of the screen 
     600, 
     400, 
     //GetSystemMetrics(SM_CXSCREEN), 
     //GetSystemMetrics(SM_CYSCREEN), 
     NULL,  // handle to parent 
     NULL,  // handle to menu 
     hinstance, // instance 
     NULL))) // creation parms 
     return(0); 

    InitializeDX(hwnd); 
    InitializeDI(hwnd); 

    // enter main event loop 
    bool quit = false; 
    while(!quit) 
    { 
     TestForMouse(); 
     if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) 
     { 
      // test if this is a quit 
      if (msg.message == WM_QUIT) quit = true; 

      // translate any accelerator keys 
      TranslateMessage(&msg); 
      // send the message to the window proc 
      DispatchMessage(&msg); 
     } // end if 
     else { 
      Render(); 
     } 

    } // end while 

    //Set Mouse Free Run Away Mouse 
    m_pDIMouseDevice->Release(); 
    // return to Windows like this 
    return(msg.wParam); 

} // end WinMain 


//************************ END OF WIN MAIN ******************* 
+0

です。あなたのコードスニペットは、ほとんどの人が見て気にする方法です!それを短くするか、関連する部分だけを表示することは可能ですか? http://sscce.org/ –

+1

@JoachimPileborg完全にコンパイル可能なコードは、関連するコードスニペットよりはるかに優れています。 –

+0

@JoachimPileborg ok申し訳ありませんが、もし私が助けを得なければ、私のコードを短くします。私はちょうどコンパイル可能なコードがより役に立つと思いました – DK10

答えて

2

通常は、外部プログラム(例えばブレンダー3D)を使用してモデルを作成し、あなたの中にモデルを読み込みますプログラム。おそらくあなたのケースでは、それがどのように動作するかをより良く理解するために、既存のフリーゲームエンジンを見てみるのが良いでしょう。人々が自由に使うのはquake3 engineです。少し時間がかかりますが、理解し、おそらく自分のエンジンのインスピレーションとして行動することができます。もう1つの推奨される、よりシンプルなグラフィックスエンジンはOgre3D

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