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camera.cpp
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camera.cpp
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/*
* Copyright (C) 2012 Michal Hozza ([email protected])
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "camera.h"
#include "game.h"
#include <cmath>
#include <iostream>
using namespace std;
Camera::Camera()
:GameObject(NULL,0,0,0), direction(0),direction2(0), lookAt(Point(0,0,-1))
{
}
/*void Camera::draw()
{
//if(!Game::paused) return;
gluLookAt(x,y,z,lookAt.x,lookAt.y,lookAt.z,0,1,0);
cout << x << y << z << endl;
}*/
void Camera::action(int actionId)
{
float speed =0.1;
switch(actionId)
{
case 0:
x+=speed*sin(direction*PI/180);
y+=speed*sin(direction2*PI/180);
z+=speed*-cos(direction*PI/180);
break;
case 1:
x-=speed*sin(direction*PI/180);
y-=speed*sin(direction2*PI/180);
z-=speed*-cos(direction*PI/180);
break;
case 2:
x-=speed*sin((90+direction)*PI/180);
z-=speed*-cos((90+direction)*PI/180);
break;
case 3:
x+=speed*sin((90+direction)*PI/180);
z+=speed*-cos((90+direction)*PI/180);
break;
case 4:
direction2++;
break;
case 5:
direction2--;
break;
case 6:
direction--;
break;
case 7:
direction++;
break;
}
lookAt.x = x-speed*-sin(direction*PI/180);
lookAt.y = y+speed*sin(direction2*PI/180);
lookAt.z = z-speed*cos(direction*PI/180);
}