
docs: + ajout de commentaires dans Positionclass refactor: + changement dans la fonction du mouvement de la camera
242 lines
5.8 KiB
C++
242 lines
5.8 KiB
C++
#include "positionclass.h"
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PositionClass::PositionClass()
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{
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m_frameTime = 0.0f;
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m_rotationY = 0.0f;
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m_rotationX = 0.0f;
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m_positionX = 0.0f;
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m_positionY = 0.0f;
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m_positionZ = 0.0f;
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m_leftTurnSpeed = 0.0f;
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m_rightTurnSpeed = 0.0f;
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m_horizontalTurnSpeed = 0.0f;
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m_verticalTurnSpeed = 0.0f;
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m_verticalTurnSpeed = 0.0f;
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m_cameraSpeed = 4.0f;
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m_speed = m_cameraSpeed;
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}
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PositionClass::PositionClass(const PositionClass& other)
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{
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}
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PositionClass::~PositionClass()
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{
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}
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void PositionClass::SetFrameTime(float time)
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{
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m_frameTime = time;
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return;
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}
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void PositionClass::GetRotation(float& y, float& x) const
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{
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y = m_rotationY;
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x = m_rotationX;
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return;
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}
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void PositionClass::GetPosition(float& x, float& y, float& z) const
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{
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x = m_positionX;
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y = m_positionY;
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z = m_positionZ;
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return;
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}
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void PositionClass::TurnLeft(bool keydown)
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{
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// If the key is pressed increase the speed at which the camera turns left. If not slow down the turn speed.
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if (keydown)
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{
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m_leftTurnSpeed += m_frameTime * 1.5f;
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if (m_leftTurnSpeed > (m_frameTime * 200.0f))
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{
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m_leftTurnSpeed = m_frameTime * 200.0f;
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}
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}
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else
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{
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m_leftTurnSpeed -= m_frameTime * 1.0f;
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if (m_leftTurnSpeed < 0.0f)
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{
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m_leftTurnSpeed = 0.0f;
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}
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}
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// Update the rotation using the turning speed.
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m_rotationY -= m_leftTurnSpeed;
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if (m_rotationY < 0.0f)
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{
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m_rotationY += 360.0f;
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}
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return;
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}
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void PositionClass::TurnRight(bool keydown)
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{
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// If the key is pressed increase the speed at which the camera turns right. If not slow down the turn speed.
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if (keydown)
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{
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m_rightTurnSpeed += m_frameTime * 1.5f;
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if (m_rightTurnSpeed > (m_frameTime * 200.0f))
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{
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m_rightTurnSpeed = m_frameTime * 200.0f;
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}
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}
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else
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{
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m_rightTurnSpeed -= m_frameTime * 1.0f;
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if (m_rightTurnSpeed < 0.0f)
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{
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m_rightTurnSpeed = 0.0f;
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}
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}
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// Update the rotation using the turning speed.
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m_rotationY += m_rightTurnSpeed;
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if (m_rotationY > 360.0f)
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{
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m_rotationY -= 360.0f;
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}
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return;
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}
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void PositionClass::TurnMouse(float deltaX, float deltaY, float sensitivity, bool rightMouseDown)
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{
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// The turning speed is proportional to the horizontal mouse movement
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m_horizontalTurnSpeed = deltaX * sensitivity;
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if (rightMouseDown)
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{
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// Update the rotation using the turning speed
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m_rotationY += m_horizontalTurnSpeed;
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if (m_rotationY < 0.0f)
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{
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m_rotationY += 360.0f;
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}
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else if (m_rotationY > 360.0f)
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{
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m_rotationY -= 360.0f;
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}
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// The turning speed is proportional to the vertical mouse movement
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m_verticalTurnSpeed = deltaY * sensitivity;
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// Update the rotation using the turning speed
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m_rotationX += m_verticalTurnSpeed;
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if (m_rotationX < -90.0f)
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{
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m_rotationX = -90.0f;
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}
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else if (m_rotationX > 90.0f)
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{
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m_rotationX = 90.0f;
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}
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}
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return;
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}
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void PositionClass::MoveCamera(bool forward, bool backward, bool left, bool right, bool up, bool down, bool scrollUp, bool scrollDown, bool rightClick)
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{
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float radiansY, radiansX, speed;
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// Set the speed of the camera if the right click is down.
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if (scrollUp && rightClick)
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{
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m_cameraSpeed *= 1.1f;
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}
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if (scrollDown && rightClick)
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{
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m_cameraSpeed *= 0.9f;
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if (m_cameraSpeed < 0.25f) // Minimum speed.
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{
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m_cameraSpeed = 0.25f;
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}
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}
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// Convert degrees to radians.
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radiansY = m_rotationY * 0.0174532925f;
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radiansX = m_rotationX * 0.0174532925f;
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//////////////////////////
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// Update the position. //
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//////////////////////////
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// Moves the camera forward on a greater scale than the arrows.
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if (scrollUp && !rightClick)
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{
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speed = m_speed * 20 * m_frameTime;
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m_positionX += sinf(radiansY) * cosf(radiansX) * speed;
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m_positionZ += cosf(radiansY) * cosf(radiansX) * speed;
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m_positionY -= sinf(radiansX) * speed;
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}
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// Moves the camera backward on a greater scale than the arrows.
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if (scrollDown && !rightClick)
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{
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speed = m_speed * 20 * m_frameTime;
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m_positionX -= sinf(radiansY) * cosf(radiansX) * speed;
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m_positionZ -= cosf(radiansY) * cosf(radiansX) * speed;
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m_positionY += sinf(radiansX) * speed;
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}
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// Set the speed of the camera.
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speed = m_cameraSpeed * m_frameTime;
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// If moving forward, the position moves in the direction of the camera and accordingly to its angle.
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if (forward)
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{
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m_positionX += sinf(radiansY) * cosf(radiansX) * speed;
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m_positionZ += cosf(radiansY) * cosf(radiansX) * speed;
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m_positionY -= sinf(radiansX) * speed;
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}
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// If moving backward, the position moves in the opposite direction of the camera and accordingly to its angle.
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if (backward)
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{
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m_positionX -= sinf(radiansY) * cosf(radiansX) * speed;
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m_positionZ -= cosf(radiansY) * cosf(radiansX) * speed;
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m_positionY += sinf(radiansX) * speed;
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}
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// If moving left, the position moves to the left of the camera and accordingly to its angle.
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if (left)
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{
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m_positionX -= cosf(radiansY) * speed;
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m_positionZ += sinf(radiansY) * speed;
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}
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// If moving right, the position moves to the right of the camera and accordingly to its angle.
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if (right)
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{
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m_positionX += cosf(radiansY) * speed;
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m_positionZ -= sinf(radiansY) * speed;
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}
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// If moving up, the position moves up.
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if (up)
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{
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m_positionY += speed;
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}
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// If moving down, the position moves down.
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if (down)
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{
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m_positionY -= speed;
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}
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return;
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} |