FPPlayerEntity::FPPlayerEntity(RenderSystem* pRenderSystem) { m_PointingEulerDir = Vector3( 0.0f, 0.0f, 0.0f ); m_TimeSinceLastShot = 0.0f; m_ShotEntityId = 0; m_bMouseDragged = false; SetRenderSystem( pRenderSystem ); // Set up flashlight m_pSpotlight = new SpotLight(); m_pSpotlight->SetRadius( 100.0f ); m_pSpotlight->SetIntensity( 20.0f ); m_pSpotlight->SetColor( Vector3(1.0f,1.0f,0.8f) ); m_pSpotlight->SetCone( Vector2( XM_PI/3.0f, XM_PI/3.0f ) ); m_pSpotlight->SetCookie( m_pRenderSystem->LoadTexture2D( L"Media/spotlight.bmp" ) ); m_pSpotlight->Transformation()->SetPosition( 0.0f, 0.0f, 0.0f ); m_pSpotlight->PointTo( Vector3( 0.0f, 0.0f, 25.0f ), 0.0f ); m_pSpotlight->SetRSMEnabled( false ); //m_pSpotlight->disable(); UINT width, height; RenderSystemConfig config = pRenderSystem->GetConfig(); width = config.Width; height = config.Height; // Set up first person camera m_pCamera = new Camera3D(); m_pCamera->SetPosition( Transformation()->GetPosition() ); m_pCamera->SetLookAt( Vector3( 0.0f, 1.0f, 0.0f ) ); m_pCamera->SetUpVector( Vector3( 0.0f, 0.0f, 1.0f ) ); m_pCamera->SetProjection( XM_PI*0.35f, width / (float)height, 0.1f, 2000.0f ); m_pCamera->Update( 0.0f ); }
void GameCommon::Init() { RenderingSystem* renderSystem = new RenderingSystem(); SetRenderSystem(renderSystem); RegisterSystem(renderSystem); }