void Camera::Zoom(float aspectRatio) { if (mZoomed == false) { SetLens(0.25f * 1, aspectRatio, 1.0f, 3000.0f); mZoomed = true; } else { SetLens(0.25f*MathHelper::Pi, aspectRatio, 1.0f, 3000.0f); mZoomed = false; } }
void Camera::ChangeZoom(float zoom, float aspectRatio) { if (mZoomed == true) { SetLens(0.25f * zoom, aspectRatio, 1.0f, 3000.0f); } }
Camera::Camera() : mPosition(0.0f, 0.0f, 0.0f), mRight(1.0f, 0.0f, 0.0f), mUp(0.0f, 1.0f, 0.0f), mLook(0.0f, 0.0f, 1.0f) { SetLens(0.25f*MathHelper::Pi, 1.0f, 1.0f, 1000.0f); }
Camera::Camera() : mPosition( 0.0f, 0.0f, 0.0f ), mRight( 1.0f, 0.0f, 0.0f ), mUp( 0.0f, 1.0f, 0.0f ), mLook( 0.0f, 0.0f, 1.0f ) { SetLens( 0.25f*DXUtil_Pi, 1.0f, 1.0f, 1000.0f) ; }
void Camera::Initialize() { right = Vector3::Right; up = Vector3::Up; forward = Vector3::Forward; SetPosition(Vector3(0.0f, 0.0f, 0.0f)); SetLens(0.25f * PI, (float)WINDOW_WIDTH / WINDOW_HEIGHT, 0.1f, 100.0f); UpdateViewMatrix(); }
CCamera::CCamera() { this->mPosition = XMFLOAT3(0.0f, 0.0f, 0.0f); this->mRight = XMFLOAT3(1.0f, 0.0f, 0.0f); this->mUp = XMFLOAT3(0.0f, 1.0f, 0.0f); this->mLook = XMFLOAT3(0.0f, 0.0f, 1.0f); SetLens( 0.25f * XM_PI, 1.0f, 1.0f, 1000.0f ); mLastMousePos = XMFLOAT2(0.0f, 0.0f); }
Camera::Camera() : mPosition(0.0f, 0.0f, 0.0f), mRight(1.0f, 0.0f, 0.0f), mUp(0.0f, 1.0f, 0.0f), mLook(0.0f, 0.0f, 1.0f), camPitch(0.0f), camYaw(0.0f), playerPosition(0.0f,0.0f,0.0f), camTarget(0.0f, 3.0f, 0.0f) { SetLens(0.25f*MathHelper::Pi, 1.0f, 1.0f, 1000.0f); }
Camera::Camera() : mPosition(0.0f, 0.0f, 0.0f), mRight(1.0f, 0.0f, 0.0f), mUp(0.0f, 1.0f, 0.0f), mLook(0.0f, 0.0f, 1.0f), mPitch(0.0f), mUseConstraints(false), x1(0.0f), x2(0.0f), y1(0.0f), y2(0.0f), z1(0.0f), z2(0.0f) { SetLens(0.25f*MathHelper::Pi, 1.0f, 1.0f, 1000.0f); mSphereCollider.Center = mPosition; mSphereCollider.Radius = 20.0f; }
eel::PerspectiveCamera::PerspectiveCamera(Point3 eyePos, Point3 targetPos, Vector3 up) :Camera(eyePos, targetPos, up) { SetLens(0.25f, Application::GetInstance()->GetAspectRatio(), 1.0f, 1000.0f); }
void Camera::Init(float aspectRatio) { SetAspect( aspectRatio ); SetLens( 0.25 * 3.14, aspect, 1.0f, 1000.0f ); UpdateViewMatrix(); }