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Camera.cpp
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#include "Camera.hpp"
void Camera::Init(float width, float height)
{
m_cameraPosition = XMVectorSet(0.0f, 50.0f, 0.0f, 0.0f);
m_cameraTarget = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
m_cameraUp = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
m_cameraView = XMMatrixLookAtLH(m_cameraPosition, m_cameraTarget, m_cameraUp);
m_cameraProjection = XMMatrixPerspectiveFovLH(0.4f * 3.14f, (float)width / height, 0.1f, 400.0f);
m_defaultForward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
m_defaultRight = XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f);
m_cameraForward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
m_cameraRight = XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f);
}
void Camera::Cleanup()
{
}
void Camera::Update(float camPitch, float camYaw, float moveLeftRight, float moveBackForward)
{
m_cameraRotationMatrix = XMMatrixRotationRollPitchYaw(camPitch, camYaw, 0);
m_cameraTarget = XMVector3TransformCoord(m_defaultForward, m_cameraRotationMatrix);
m_cameraTarget = XMVector3Normalize(m_cameraTarget);
m_cameraRight = XMVector3TransformCoord(m_defaultRight, m_cameraRotationMatrix);
m_cameraForward = XMVector3TransformCoord(m_defaultForward, m_cameraRotationMatrix);
m_cameraUp = XMVector3Cross(m_cameraForward, m_cameraRight);
m_cameraPosition += moveLeftRight * m_cameraRight;
m_cameraPosition += moveBackForward * m_cameraForward;
m_cameraTarget = m_cameraPosition + m_cameraTarget;
m_cameraView = XMMatrixLookAtLH(m_cameraPosition, m_cameraTarget, m_cameraUp);
}
XMMATRIX Camera::GetView()
{
return m_cameraView;
}
XMVECTOR Camera::GetPosition()
{
return m_cameraPosition;
}
XMMATRIX Camera::GetProjection()
{
return m_cameraProjection;
}