Question

Camera Control in DirectX

Asked by: vylkier

i knowabout view and projection matricies (a little) , what i want to know is how can i preform camera rotation (like in a first person shooter) based on mouse movment?

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Asked On
2004-03-14 at 22:11:42ID20918771
Tags

camera

,

directx

Topic

DirectX Graphics & Game Programming

Participating Experts
2
Points
250
Comments
6

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Answers

 

by: CroowPosted on 2004-03-19 at 10:58:51ID: 10635724


... how can i preform camera rotation (like in a first person shooter) ...?
Use a vector to keep track of where you are and another to track where you're looking. Then update the view matrix each frame if the position or orientation have changed.

//////////////////////////////////////////////////////
D3DXVECTOR3 vPosition;  // position
D3DXVECTOR3 vOrientation;  // a look-direction vector of length 1.0f, not a look-at vector
D3DXVECTOR3 vUp; // the up-direction. I use (0,1,0)
float fTurnRate; // turning rate
float fSpeed;  // walking speed
float fTime;  // elapsed time
...
// Locals
D3DXVECTOR3 vVelocity;
D3DXVECTOR3 vLookAt;
D3DXMATRIX matView;

        vVelocity = vOrientation * fSpeed;
      vPosition = vPosition + vVelocity * fTime;      

      // rotating about Y-axis
      vOrientation.z = (vOrientation.z * cosf(fTurnRate * fTime))
                                          -(vOrientation.x * sinf(fTurnRate * fTime));
      vOrientation.x = (vOrientation.x * cosf(fTurnRate * fTime))
                                          +(vOrientation.z * sinf(fTurnRate * fTime));

   
      vLookAt = vPosition + vOrientation;
        D3DXMatrixLookAtLH( &matView, &vPosition, &vLookAt, &vUp );
        m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView);

/*
walk forward and      fSpeed = 10.0
walk backward and    fSpeed = -10.0
turn left and              fTurnRate = -1.0
turn right and            fTurnRate = 1.0
*/
//////////////////////////////////////////////////////

Now I know this can be optimized a bit, but generally it's the way to go. As to the second part of your question:
"...  based on mouse movment?"

I'd recommend looking at the DirectInput example mouse.cpp that is included in the SDK.


Good luck

 

by: RageDBLPosted on 2004-03-21 at 11:49:55ID: 10644955

Croow gave the way that DirectX doesn't like very much, but it's fun to see. If you play around alot, you can cause movement that's quite wild.

Here's the way using Matrices (which tends to be much nicer).

First you must understand what we're doing here. Here is how the DirectX view matrix is set up. (I think)
Right, Look and Up are axis definitions for orientation (x=Right, y=Up , and z=Look)

Right.x     Look.x     Up.x         0
Right.y     Look.y     Up.y         0
Right.z     Look.z     Up.z         0
Position.x Position.y Position.z 1

You can access these members of your view matrix by using matrix coordinates (  row , column )
In C++ access D3DXMATRIX data members by putting an underscore ( '_' ), the row number, then column number. (example: matrix1._14 is row 1 column 4, which would be zero in a view matrix) .

Now to rotate.

Create 3 variables (float), one for each axis. These will hold the current rotation angles.
Create 3 D3DXVECTOR3 variables. These will be your Right, Up, and Look vectors.
Make sure you initialize them with data such as Right= 1,0,0 , Up = 0,1,0 , Look = 0,0,1 (which are the default values).
Next, you need to make sure these vectors are all perpendicular to eachother. Do this with the following code.

D3DXVec3Normalize(&Look, &Look);
D3DXVec3Cross(&Right, &Up, &Look);
//this function is the Cross product, which creates a perpendicular vector to two vectors (this is also how you calculate polygon normals - except you use normaized vectors formed by edges)
D3DXVec3Normalize(&Right, &Right);
D3DXVec3Cross(&Up, &Look, &Right);
D3DXVec3Normalize(&Up, &Up);

Notice that this makes all the vectors perpendicular to the Look vector. You could make them all perpedicular to another one of the axis if you wish.
Now, create rotation matrices for each axis using D3DXMatrixRotationAxis. Example code:

D3DXMatrixRotationAxis(&mat_X_Rot, &Right, x_angle);
D3DXMatrixRotationAxis(&mat_Y_Rot, &Up, y_angle);
D3DXMatrixRotationAxis(&mat_Z_Rot, &Look, z_angle);

Now transform the vectors by the matrices.

D3DXVec3TransformCoord(&Look, &Look, &mat_Y_Rot);
D3DXVec3TransformCoord(&Right, &Right, &mat_Y_Rot);

D3DXVec3TransformCoord(&Look, &Look, &mat_X_Rot);
D3DXVec3TransformCoord(&Up, &Up, &mat_X_Rot);

D3DXVec3TransformCoord(&Right, &Right, &mat_Z_Rot);
D3DXVec3TransformCoord(&Up, &Up, &mat_Z_Rot);

In that code you are essentially just rotating one axis about another.
Now, using what I've told you earlier, YOU fill in your view matrix.
By the way, don't forget to create it with D3DXMatrixLookAtLH.

This ONLY covers orientation. I didn't mention much else that you need to know.
(like that if you have position involved here, that you need to make _41, _42, and _43 = to
D3DXVec3Dot(&Position, &(the vector in the above rows of this column (ex: row 1's = Right ) )  )  )

There is also a much simpler way to do this using quaternions, but quaternions, to me, are one of those things that I use, but don't understand.

RageDBL

 

by: CroowPosted on 2004-04-06 at 10:36:20ID: 10768058


I don't usually comment after an answer has been accepted, but this is one I gotta say something.

RageDBL's comment "Croow gave the way that DirectX doesn't like very much, but it's fun to see,"is at best misleading and at worst a lie. If DirectX doesn't like it then why did MS use my method when writing the SDK samples (see Billboard, Matricies, and MotionBlur examples to name a few)?

vylkier asked for "rotation (like in a first person shooter)." Now I don't play FPS's very often, but I do know that most of them don't pitch the camera up and down more than a few degrees, and very seldom do they look straight up or down. I concede that my solution doesn't handle 3D rotation, but how often does "Up" really change? If the application is more like a flight simulation than a FPS then sure 3D rotation is necessary, but otherwise I wouldn't waste precious calculations on unnecessary rotations and functions.

 

by: RageDBLPosted on 2004-04-20 at 13:59:32ID: 10872539

I apoligize, Croow. I didn't know that. I guiess I was basing that response upon my past experiences useing things like 'sinf' and other trigometric functions. That was a long time ago. I guies I didn't understand them that well at the time. What I had a problem with was that I could't get the rotation to go past 180. The function kept returning values for cosf or whatever in between that range. I also was trying to combine all the rotations into one operation, which I now know that it doesn't work. Like I said, I don't think I understood it that well. Also, with JUST y-axis rotations, you do realize that it isn't very hard. Of course, With my method, it allowed for rotation on one axis only. Stil I thank you for that comment, and I respect your experience.

RageDBL

20120131-EE-VQP-002

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