/
PlayerCamera.cpp
78 lines (60 loc) · 1.72 KB
/
PlayerCamera.cpp
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#include "PlayerCamera.h"
float PlayerCamera::GetMoveSpeed()
{
return _moveSpeed;
}
void PlayerCamera::SetMoveSpeed(float inMoveSpeed)
{
_moveSpeed = inMoveSpeed;
}
void PlayerCamera::MoveForwards(float inTimeDelta)
{
this->_position3 += D3DXVECTOR3(this->_look3.x, 0.0f, this->_look3.z) * (_moveSpeed * inTimeDelta);
}
void PlayerCamera::MoveBackwards(float inTimeDelta)
{
this->_position3 -= D3DXVECTOR3(this->_look3.x, 0.0f, this->_look3.z) * (_moveSpeed * inTimeDelta);
}
void PlayerCamera::StrafeRight(float inTimeDelta)
{
this->_position3 += D3DXVECTOR3(this->_right.x, 0.0f, this->_right.z) * (_moveSpeed * inTimeDelta);
}
void PlayerCamera::StrafeLeft(float inTimeDelta)
{
this->_position3 -= D3DXVECTOR3(this->_right.x, 0.0f, this->_right.z) * (_moveSpeed * inTimeDelta);
}
void PlayerCamera::UpdateCamera(float inTimeDelta)
{
D3DXMatrixRotationY(&tmpMat, (_pInput->_mouseState).lX / 300.0f);
D3DXVec3TransformCoord(&_right, &_right, &tmpMat);
D3DXVec3TransformCoord(&_look3, &_look3, &tmpMat);
D3DXMatrixRotationAxis(&tmpMat, &_right, (_pInput->_mouseState).lY / 300.0f);
D3DXVec3TransformCoord(&_up, &_up, &tmpMat);
D3DXVec3TransformCoord(&_look3, &_look3, &tmpMat);
if( _pInput->IsWPressed() )
{
MoveForwards(inTimeDelta);
}
if( _pInput->IsSPressed() )
{
MoveBackwards(inTimeDelta);
}
if( _pInput->IsAPressed() )
{
StrafeLeft(inTimeDelta);
}
if( _pInput->IsDPressed() )
{
StrafeRight(inTimeDelta);
}
_position4.x = _position3.x;
_position4.y = _position3.y;
_position4.z = _position3.z;
_position4.w = 1.0f;
_look4.x = _look3.x;
_look4.y = _look3.y;
_look4.z = _look3.z;
_look4.w = 1.0f;
UpdateViewMatrix();
D3DXMatrixMultiply(&_viewProjectionMatrix , &_viewMatrix, &_projectionMatrix);
}