Ajout de caméra
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								SQCSim2021/player.cpp
									
									
									
									
									
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| #include "player.h" | ||||
|  | ||||
| Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { } | ||||
|  | ||||
| void Player::TurnLeftRight(float value) { | ||||
| 	m_rotX += value; | ||||
| } | ||||
|  | ||||
| void Player::TurnTopBottom(float value) { | ||||
| 	m_rotY += value; | ||||
| } | ||||
|  | ||||
| void Player::Move(bool front, bool back, bool left, bool right, float elapsedTime) { | ||||
| 	float xrotrad, yrotrad; | ||||
|  | ||||
| 	if (front) { | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		xrotrad = (m_rotX / 180 * 3.141592654f); | ||||
| 		m_position.x += float(sin(yrotrad)) * elapsedTime * 10; | ||||
| 		m_position.z += float(-cos(yrotrad)) * elapsedTime * 10; | ||||
| 		m_position.y += float(-sin(xrotrad)) * elapsedTime * 10; | ||||
| 	} | ||||
| 	else if (back) {  | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		xrotrad = (m_rotX / 180 * 3.141592654f); | ||||
| 		m_position.x += float(-sin(yrotrad)) * elapsedTime * 10; | ||||
| 		m_position.z += float(cos(yrotrad)) * elapsedTime * 10; | ||||
| 		m_position.y += float(sin(xrotrad)) * elapsedTime * 10; | ||||
| 	} | ||||
|  | ||||
| 	if (left) {  | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		m_position.x += float(-cos(yrotrad)) * elapsedTime * 10; | ||||
| 		m_position.z += float(-sin(yrotrad)) * elapsedTime * 10; | ||||
| 	} | ||||
| 	else if (right) { | ||||
| 		yrotrad = (m_rotY / 180 * 3.141592654f); | ||||
| 		m_position.x += float(cos(yrotrad)) * elapsedTime * 10; | ||||
| 		m_position.z += float(sin(yrotrad)) * elapsedTime * 10; | ||||
| 	} | ||||
| } | ||||
|  | ||||
| void Player::ApplyTransformation(Transformation& transformation) const { | ||||
| 	transformation.ApplyRotation(-m_rotX, 1.f, 0, 0); | ||||
| 	transformation.ApplyRotation(-m_rotY, 0, 1.f, 0); | ||||
| 	transformation.ApplyTranslation(-m_position); | ||||
| } | ||||
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