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# The Camera - PowerPoint PPT Presentation

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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## PowerPoint Slideshow about ' The Camera' - kale

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Presentation Transcript

Course Information

• CVG: Programming 4

• My Name: Mark Walsh

• Website: www.activehelix.co.uk/courses

• Introduction to 3D Game Programming with DirectX 9.0 (Frank D. Luna)

• Local Space

• World Space

• View Space

• Flexible Camera Class

• Objective is to build a flexible FP based games camera: Flight Simulators and Shooters

• The first stage is 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

Camera Operations in the world

• 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 in the world

• 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 About Arbitrary Axis in the world

• Pitch

• Yaw

• Roll

Rotation in the world

• D3DXMatrixRotationAxis

• Angle in Radians to Rotate

• Rotate around arbitrarily defined vector

Walking, Strafing, Flying in the world

• Walking = Moving along the Look vector

• Strafing = Moving along the Right vector

• Flying = Moving along the Up Vector

The End in the world