void Camera::Update(GameTime gameTime) { // Check for movement of the camera. if(GetAsyncKeyState('Q')) MoveLeft(gameTime); else if(GetAsyncKeyState('E')) MoveRight(gameTime); if(GetAsyncKeyState('W')) MoveForward(gameTime); else if(GetAsyncKeyState('S')) MoveBack(gameTime); if(GetAsyncKeyState('A')) TurnHorizontal((float)(-gameTime.GetTimeSinceLastTick().Milliseconds) * C_TILTING_SPEED); else if(GetAsyncKeyState('D')) TurnHorizontal((float)gameTime.GetTimeSinceLastTick().Milliseconds * C_TILTING_SPEED); // Check for tilting of camera. //if(GetAsyncKeyState(VK_LBUTTON)) //{ // float dx = prevInput.Mouse.x - currInput.Mouse.x; // float dy = prevInput.Mouse.y - currInput.Mouse.y; // //TurnHorizontal(dx * C_TILTING_SPEED); // //TurnVertical(dy * C_TILTING_SPEED); //} }
void PidFrisbeeTurret::TurnGivenOffset(Tracking::Offset offset) { TurnHorizontal(offset.XOffset); TurnVertical(offset.YOffset); }