//-------------------------------------------------------------------------------------- // Set initial values //-------------------------------------------------------------------------------------- Camera::Camera() { m_rotateSpeed = 0.0f; m_moveSpeed = 0.0f; ResetXYZ(); m_deltaMoveFB = 0; m_deltaMoveLR = 0; m_deltaMoveUD = 0; m_rotateAngleLR = 0.0; m_rotateAngleUD = 0.0; m_deltaAngleLR = 0.0; m_deltaAngleUD = 0.0; m_CollisionDetectionOn = true; // sound objects }
//---------------------------------------------------------------------------------------- // Positions camera at co-ordinates of parameters //---------------------------------------------------------------------------------------- void Camera::Position (const GLdouble & tempX, const GLdouble & tempY, const GLdouble & tempZ, const GLdouble & tempAngle) { ResetXYZ(); m_x = tempX; m_y = tempY; m_z = tempZ; // rotate to correct angle m_rotateAngleLR = tempAngle * (PI / 180); m_lookX = sin(m_rotateAngleLR); m_lookZ = -cos(m_rotateAngleLR); m_lookXX = sin(m_rotateAngleLR + (float) PI/2.0); m_lookZZ = -cos(m_rotateAngleLR + (float) PI/2.0); m_rotateAngleUD = 0.0; m_deltaAngleUD = 0.0; // redislay callGLLookAt(); }
//-------------------------------------------------------------------------------------- // Set initial values //-------------------------------------------------------------------------------------- Camera::Camera() { m_rotateSpeed = 0.0f; m_moveSpeed = 0.0f; ResetXYZ(); m_deltaMoveFB = 0; m_deltaMoveLR = 0; m_deltaMoveUD = 0; m_rotateAngleLR = 0.0; m_rotateAngleUD = 0.0; m_deltaAngleLR = 0.0; m_deltaAngleUD = 0.0; m_CollisionDetectionOn = true; // sound objects es = CEasySound::Instance(); stepSound = es->GetSound(es->Load("sounds/step.wav")); mechanicSound = es->GetSound(es->Load("sounds/Mechanical.wav")); //*JW }