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The Camera. Course Information CVG: Programming 4 My Name: Mark Walsh Website: www.activehelix.co.uk/courses Recommended Reading Introduction to 3D Game Programming with DirectX 9.0 (Frank D. Luna). Re-Cap. Local Space World Space View Space. Local Space. World Space. View Space.

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the camera
The Camera

Course Information

  • CVG: Programming 4
  • My Name: Mark Walsh
  • Website: www.activehelix.co.uk/courses

Recommended Reading

  • Introduction to 3D Game Programming with DirectX 9.0 (Frank D. Luna)
re cap
Re-Cap
  • Local Space
  • World Space
  • View Space
slide6
Flexible Camera Class
  • Objective is to build a flexible FP based games camera: Flight Simulators and Shooters
  • The first stage is camera design
camera design
Camera Design
  • The camera position is defined relative to the world coordinate system using 4 vectors
  • Right, Up, Look, Position
  • They define a local coordinate system relative to the world coordinate system
slide9
Vectors: Right, Up and Look define the cameras orientation in the world
  • They are therefore the orientation vectors
  • The orientation vectors must be orthonormal
    • Mutually perpendicular to each other
    • Of Unit Length
  • A row matrix where the rows are made up of orthonormal vectors is orthagonal
camera operations
Camera Operations
  • Using the 4 vectors we wish to be able to:
  • Rotate around the right vector or X axis (Pitch)
  • Rotate around the up vector or Y axis (Yaw)
  • Rotate around the look vector Z axis (Roll)
  • Strafe along the right vector
  • Fly along the up vector
  • Move along the look vector
implementation
Implementation
  • We calculate the view matrix using the camera vectors
  • Remember that view space transforms the geometry in the world…
  • …so that the camera is centred at the origin and the axes are aligned with the major coordinate axes
rotation
Rotation
  • D3DXMatrixRotationAxis
  • Angle in Radians to Rotate
  • Rotate around arbitrarily defined vector
walking strafing flying
Walking, Strafing, Flying
  • Walking = Moving along the Look vector
  • Strafing = Moving along the Right vector
  • Flying = Moving along the Up Vector
slide16
To move we add a vector to our position vector
  • The should have the same direction
  • Need to set restrictions
    • Walking, flying distinctions
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