C++ FPS游戏坐标转屏幕坐标的类库源码
C++ FPS游戏坐标转屏幕坐标的类库源码
这份代码矩阵部分是4x4矩阵的,如果你的游戏人物矩阵不是4x4的就自己改一下那里的代码就能用了。
#pragma once
#include <windows.h>
typedef struct _WORD_LOCATION_
{
float x;
float y;
float z;
}WORD_LOCATION;
typedef struct _CUT_COOR_
{
float x;
float y;
float z;
float w;
}CUT_COOR;
typedef struct _NDC_COOR_
{
float x;
float y;
float z;
}NDC_COOR;
typedef struct _SCREEN_COOR_
{
float x;
float y;
}SCREEN_COOR;
typedef struct _SCREEN_PARAM_
{
float height;
float width;
}SCREEN_PARAM;
class World2Screen
{
public:
float PersonMatrix;
WORD_LOCATION WordLocation;
CUT_COOR CutCoor;
NDC_COOR NDCCoor;
SCREEN_COOR ScreenCoor;
SCREEN_PARAM ScreenParam;
public:
World2Screen(WORD_LOCATION Word, float* PersonMatrix);
void Word2CutCoor();
bool InVisualField();
void Cut2NDCCoor();
void NDC2ScreenCoor();
};
#include "World2Screen.h"
World2Screen::World2Screen(WORD_LOCATION Word, float* PersonMatrix)
{
this->WordLocation.x = Word.x;
this->WordLocation.y = Word.y;
this->WordLocation.z = Word.z;
memcpy_s(this->PersonMatrix,sizeof(this->PersonMatrix),PersonMatrix,sizeof(this->PersonMatrix));
}
void World2Screen::Word2CutCoor()
{
this->CutCoor.x = this->PersonMatrix * this->WordLocation.x + this->PersonMatrix * this->WordLocation.y + this->PersonMatrix * this->WordLocation.z + this->PersonMatrix;
this->CutCoor.y = this->PersonMatrix * this->WordLocation.x + this->PersonMatrix * this->WordLocation.y + this->PersonMatrix * this->WordLocation.z + this->PersonMatrix;
this->CutCoor.z = this->PersonMatrix * this->WordLocation.x + this->PersonMatrix * this->WordLocation.y + this->PersonMatrix * this->WordLocation.z + this->PersonMatrix;
this->CutCoor.w = this->PersonMatrix * this->WordLocation.x + this->PersonMatrix * this->WordLocation.y + this->PersonMatrix * this->WordLocation.z + this->PersonMatrix;
}
bool World2Screen::InVisualField()
{
if (this->CutCoor.w < 0.01) { return false; };
}
void World2Screen::Cut2NDCCoor()
{
this->NDCCoor.x = this->CutCoor.x / this->CutCoor.w;
this->NDCCoor.y = this->CutCoor.y / this->CutCoor.w;
this->NDCCoor.z = this->CutCoor.z / this->CutCoor.w;
}
void World2Screen::NDC2ScreenCoor()
{
this->ScreenCoor.x = this->ScreenParam.width / 2 + (this->ScreenParam.width / 2) * this->NDCCoor.x;
this->ScreenCoor.y = this->ScreenParam.height / 2 - (this->ScreenParam.height / 2) * this->NDCCoor.y;
}
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