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SimpleCamera.cpp
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SimpleCamera.cpp
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//*********************************************************
//
// Copyright (c) Microsoft. All rights reserved.
// This code is licensed under the MIT License (MIT).
// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
//
//*********************************************************
#include "stdafx.h"
#include "SimpleCamera.h"
SimpleCamera::SimpleCamera():
m_initialPosition(0, 0, 0),
m_position(m_initialPosition),
m_yaw(XM_PI),
m_pitch(0.0f),
m_lookDirection(0, 0, -1),
m_upDirection(0, 1, 0),
m_moveSpeed(20.0f),
m_turnSpeed(XM_PIDIV2),
m_keysPressed{}
{
}
void SimpleCamera::Init(XMFLOAT3 position)
{
m_initialPosition = position;
Reset();
}
void SimpleCamera::SetMoveSpeed(float unitsPerSecond)
{
m_moveSpeed = unitsPerSecond;
}
void SimpleCamera::SetTurnSpeed(float radiansPerSecond)
{
m_turnSpeed = radiansPerSecond;
}
void SimpleCamera::Reset()
{
m_position = m_initialPosition;
m_yaw = XM_PI;
m_pitch = 0.0f;
m_lookDirection = { 0, 0, -1 };
}
void SimpleCamera::Update(float elapsedSeconds)
{
// Calculate the move vector in camera space.
XMFLOAT3 move(0, 0, 0);
if (m_keysPressed.a)
move.x -= 1.0f;
if (m_keysPressed.d)
move.x += 1.0f;
if (m_keysPressed.w)
move.z -= 1.0f;
if (m_keysPressed.s)
move.z += 1.0f;
if (fabs(move.x) > 0.1f && fabs(move.z) > 0.1f)
{
XMVECTOR vector = XMVector3Normalize(XMLoadFloat3(&move));
move.x = XMVectorGetX(vector);
move.z = XMVectorGetZ(vector);
}
float moveInterval = m_moveSpeed * elapsedSeconds;
float rotateInterval = m_turnSpeed * elapsedSeconds;
if (m_keysPressed.left)
m_yaw += rotateInterval;
if (m_keysPressed.right)
m_yaw -= rotateInterval;
if (m_keysPressed.up)
m_pitch += rotateInterval;
if (m_keysPressed.down)
m_pitch -= rotateInterval;
// Prevent looking too far up or down.
m_pitch = min(m_pitch, XM_PIDIV4);
m_pitch = max(-XM_PIDIV4, m_pitch);
// Move the camera in model space.
float x = move.x * -cosf(m_yaw) - move.z * sinf(m_yaw);
float z = move.x * sinf(m_yaw) - move.z * cosf(m_yaw);
m_position.x += x * moveInterval;
m_position.z += z * moveInterval;
// Determine the look direction.
float r = cosf(m_pitch);
m_lookDirection.x = r * sinf(m_yaw);
m_lookDirection.y = sinf(m_pitch);
m_lookDirection.z = r * cosf(m_yaw);
}
XMMATRIX SimpleCamera::GetViewMatrix()
{
return XMMatrixLookToRH(XMLoadFloat3(&m_position), XMLoadFloat3(&m_lookDirection), XMLoadFloat3(&m_upDirection));
}
XMMATRIX SimpleCamera::GetProjectionMatrix(float fov, float aspectRatio, float nearPlane, float farPlane)
{
return XMMatrixPerspectiveFovRH(fov, aspectRatio, nearPlane, farPlane);
}
void SimpleCamera::OnKeyDown(WPARAM key)
{
switch (key)
{
case 'W':
m_keysPressed.w = true;
break;
case 'A':
m_keysPressed.a = true;
break;
case 'S':
m_keysPressed.s = true;
break;
case 'D':
m_keysPressed.d = true;
break;
case VK_LEFT:
m_keysPressed.left = true;
break;
case VK_RIGHT:
m_keysPressed.right = true;
break;
case VK_UP:
m_keysPressed.up = true;
break;
case VK_DOWN:
m_keysPressed.down = true;
break;
case VK_ESCAPE:
Reset();
break;
}
}
void SimpleCamera::OnKeyUp(WPARAM key)
{
switch (key)
{
case 'W':
m_keysPressed.w = false;
break;
case 'A':
m_keysPressed.a = false;
break;
case 'S':
m_keysPressed.s = false;
break;
case 'D':
m_keysPressed.d = false;
break;
case VK_LEFT:
m_keysPressed.left = false;
break;
case VK_RIGHT:
m_keysPressed.right = false;
break;
case VK_UP:
m_keysPressed.up = false;
break;
case VK_DOWN:
m_keysPressed.down = false;
break;
}
}