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