parent
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#pragma once
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#include <SFML/System/Vector3.hpp>
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#include <SFML/System/Vector2.hpp>
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#include "util.hpp"
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class Camera {
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public:
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enum DIRECTION { FORWARD, REARWARD, LEFT, RIGHT, UP, DOWN };
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Camera();
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Camera(sf::Vector3f position, sf::Vector2f direction);
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~Camera();
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int set_position(sf::Vector3f position);
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int add_static_impulse(sf::Vector3f impulse);
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int add_relative_impulse(DIRECTION direction);
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int slew_camera(sf::Vector2f input);
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int update();
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void* get_direction_pointer();
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void* get_position_pointer();
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sf::Vector3f get_movement();
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sf::Vector3f get_position();
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sf::Vector2f get_direction();
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private:
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float friction_coefficient = 0.1;
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float default_impulse = 1.0;
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// 3D vector
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sf::Vector3f movement;
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// XYZ
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sf::Vector3f position;
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// These are spherical coords
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sf::Vector2f direction;
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};
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@ -1,139 +0,0 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef GAME_VECTOR3_H
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#define GAME_VECTOR3_H
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template <typename T>
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class Vector3
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{
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public:
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// Default constructor
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// Creates a Vector3(0, 0, 0).
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Vector3();
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// Construct the vector from its coordinates
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Vector3(T X, T Y, T Z);
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// Construct the vector from another type of vector
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// This constructor doesn't replace the copy constructor,
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// it's called only when U != T.
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// A call to this constructor will fail to compile if U
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// is not convertible to T.
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template <typename U>
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explicit Vector3(const Vector3<U>& vector);
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// Member data
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T x;
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T y;
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T z;
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};
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// Vector3
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// Overload of unary operator -
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// left Vector to negate
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// Memberwise opposite of the vector
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template <typename T>
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Vector3<T> operator -(const Vector3<T>& left);
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// Overload of binary operator +=
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// This operator performs a memberwise addition of both vectors,
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// and assigns the result to left.
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// returns Reference to left
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template <typename T>
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Vector3<T>& operator +=(Vector3<T>& left, const Vector3<T>& right);
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// Overload of binary operator -=
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// This operator performs a memberwise subtraction of both vectors,
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// and assigns the result to left.
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// returns Reference to left
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template <typename T>
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Vector3<T>& operator -=(Vector3<T>& left, const Vector3<T>& right);
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// Overload of binary operator +
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// returns Memberwise addition of both vectors
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template <typename T>
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Vector3<T> operator +(const Vector3<T>& left, const Vector3<T>& right);
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// Overload of binary operator -
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// returns Memberwise subtraction of both vectors
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template <typename T>
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Vector3<T> operator -(const Vector3<T>& left, const Vector3<T>& right);
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// Overload of binary operator *
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// returns Memberwise multiplication by right
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template <typename T>
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Vector3<T> operator *(const Vector3<T>& left, T right);
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// Overload of binary operator *
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// returns Memberwise multiplication by left
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template <typename T>
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Vector3<T> operator *(T left, const Vector3<T>& right);
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// Overload of binary operator *=
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// This operator performs a memberwise multiplication by right,
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// and assigns the result to left.
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// returns Reference to left
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template <typename T>
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Vector3<T>& operator *=(Vector3<T>& left, T right);
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// Overload of binary operator /
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// returns Memberwise division by right
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template <typename T>
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Vector3<T> operator /(const Vector3<T>& left, T right);
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// Overload of binary operator /=
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// This operator performs a memberwise division by right,
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// and assigns the result to left.
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// returns Reference to left
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template <typename T>
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Vector3<T>& operator /=(Vector3<T>& left, T right);
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// Overload of binary operator ==
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// This operator compares strict equality between two vectors.
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// returns True if left is equal to right
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template <typename T>
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bool operator ==(const Vector3<T>& left, const Vector3<T>& right);
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// Overload of binary operator !=
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// This operator compares strict difference between two vectors.
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// returns True if left is not equal to right
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template <typename T>
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bool operator !=(const Vector3<T>& left, const Vector3<T>& right);
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#include <SFML/System/Vector3.inl>
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// Define the most common types
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typedef Vector3<int> Vector3i;
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typedef Vector3<float> Vector3f;
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#endif
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@ -0,0 +1,474 @@
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////////////////////////////////////////////////////////////
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//
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// SFML - Simple and Fast Multimedia Library
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// Copyright (C) 2007-2016 Laurent Gomila (laurent@sfml-dev.org)
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//
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// This software is provided 'as-is', without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented;
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// you must not claim that you wrote the original software.
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// If you use this software in a product, an acknowledgment
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// in the product documentation would be appreciated but is not required.
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//
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// 2. Altered source versions must be plainly marked as such,
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// and must not be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source distribution.
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//
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////////////////////////////////////////////////////////////
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#ifndef SFML_VECTOR4_H
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#define SFML_VECTOR4_H
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namespace sf {
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////////////////////////////////////////////////////////////
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/// \brief Utility template class for manipulating
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/// 2-dimensional vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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class Vector4 {
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public:
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////////////////////////////////////////////////////////////
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/// \brief Default constructor
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///
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/// Creates a Vector4(0, 0).
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///
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////////////////////////////////////////////////////////////
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Vector4();
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from its coordinates
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///
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/// \param X X coordinate
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/// \param Y Y coordinate
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///
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////////////////////////////////////////////////////////////
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Vector4(T X, T Y, T Z, T W);
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////////////////////////////////////////////////////////////
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/// \brief Construct the vector from another type of vector
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///
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/// This constructor doesn't replace the copy constructor,
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/// it's called only when U != T.
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/// A call to this constructor will fail to compile if U
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/// is not convertible to T.
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///
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/// \param vector Vector to convert
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///
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////////////////////////////////////////////////////////////
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template <typename U>
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explicit Vector4(const Vector4<U>& vector);
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////////////////////////////////////////////////////////////
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// Member data
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////////////////////////////////////////////////////////////
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T x; ///< X coordinate of the vector
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T y; ///< Y coordinate of the vector
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T z; ///< Z coordinate of the vector
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T w; ///< W coordinate of the vector
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};
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of unary operator -
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///
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/// \param right Vector to negate
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///
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/// \return Memberwise opposite of the vector
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +=
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///
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/// This operator performs a memberwise addition of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -=
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///
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/// This operator performs a memberwise subtraction of both vectors,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator +
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise addition of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator -
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise subtraction of both vectors
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise multiplication by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *
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///
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/// \param left Left operand (a scalar value)
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/// \param right Right operand (a vector)
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///
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/// \return Memberwise multiplication by \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator *(T left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator *=
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///
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/// This operator performs a memberwise multiplication by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator *=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Memberwise division by \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T> operator /(const Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator /=
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///
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/// This operator performs a memberwise division by \a right,
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/// and assigns the result to \a left.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a scalar value)
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///
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/// \return Reference to \a left
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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Vector4<T>& operator /=(Vector4<T>& left, T right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator ==
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///
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/// This operator compares strict equality between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator ==(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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/// \relates Vector4
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/// \brief Overload of binary operator !=
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///
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/// This operator compares strict difference between two vectors.
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///
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/// \param left Left operand (a vector)
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/// \param right Right operand (a vector)
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///
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/// \return True if \a left is not equal to \a right
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///
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////////////////////////////////////////////////////////////
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template <typename T>
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bool operator !=(const Vector4<T>& left, const Vector4<T>& right);
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4() :
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x(0),
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y(0),
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z(0),
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w(0){
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>::Vector4(T X, T Y, T Z, T W) :
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x(X),
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y(Y),
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z(Z),
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w(W) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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template <typename U>
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inline Vector4<T>::Vector4(const Vector4<U>& vector) :
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x(static_cast<T>(vector.x)),
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y(static_cast<T>(vector.y)),
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z(static_cast<T>(vector.z)),
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w(static_cast<T>(vector.w)) {
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& right) {
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return Vector4<T>(
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-right.x,
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-right.y,
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-right.z,
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-right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator +=(Vector4<T>& left, const Vector4<T>& right) {
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left.x += right.x;
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left.y += right.y;
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left.z += right.z;
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left.w += right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T>& operator -=(Vector4<T>& left, const Vector4<T>& right) {
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left.x -= right.x;
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left.y -= right.y;
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left.z -= right.z;
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left.w -= right.w;
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return left;
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator +(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x + right.x,
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left.y + right.y,
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left.z + right.z,
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left.w + right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator -(const Vector4<T>& left, const Vector4<T>& right) {
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return Vector4<T>(
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left.x - right.x,
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left.y - right.y,
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left.z - right.z,
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left.w - right.w
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(const Vector4<T>& left, T right) {
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return Vector4<T>(
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left.x * right,
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left.y * right,
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left.z * right,
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left.w * right
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);
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}
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////////////////////////////////////////////////////////////
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template <typename T>
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inline Vector4<T> operator *(T left, const Vector4<T>& right) {
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||||
return Vector4<T>(
|
||||
right.x * left,
|
||||
right.y * left,
|
||||
right.z * left,
|
||||
right.w * left
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline Vector4<T>& operator *=(Vector4<T>& left, T right) {
|
||||
left.x *= right;
|
||||
left.y *= right;
|
||||
left.z *= right;
|
||||
left.w *= right;
|
||||
|
||||
return left;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline Vector4<T> operator /(const Vector4<T>& left, T right) {
|
||||
return Vector4<T>(
|
||||
left.x / right,
|
||||
left.y / right,
|
||||
left.z / right,
|
||||
left.w / right
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline Vector4<T>& operator /=(Vector4<T>& left, T right) {
|
||||
left.x /= right;
|
||||
left.y /= right;
|
||||
left.z /= right;
|
||||
left.w /= right;
|
||||
|
||||
return left;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline bool operator ==(const Vector4<T>& left, const Vector4<T>& right) {
|
||||
return
|
||||
(left.x == right.x) &&
|
||||
(left.y == right.y) &&
|
||||
(left.z == right.z) &&
|
||||
(left.w == right.w);;
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
template <typename T>
|
||||
inline bool operator !=(const Vector4<T>& left, const Vector4<T>& right) {
|
||||
return
|
||||
(left.x != right.x) ||
|
||||
(left.y != right.y) ||
|
||||
(left.z != right.z) ||
|
||||
(left.w != right.w);
|
||||
}
|
||||
|
||||
// Define the most common types
|
||||
typedef Vector4<int> Vector4i;
|
||||
typedef Vector4<unsigned int> Vector4u;
|
||||
typedef Vector4<float> Vector4f;
|
||||
|
||||
} // namespace sf
|
||||
|
||||
|
||||
#endif // SFML_Vector4_HPP
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
/// \class sf::Vector4
|
||||
/// \ingroup system
|
||||
///
|
||||
/// sf::Vector4 is a simple class that defines a mathematical
|
||||
/// vector with two coordinates (x and y). It can be used to
|
||||
/// represent anything that has two dimensions: a size, a point,
|
||||
/// a velocity, etc.
|
||||
///
|
||||
/// The template parameter T is the type of the coordinates. It
|
||||
/// can be any type that supports arithmetic operations (+, -, /, *)
|
||||
/// and comparisons (==, !=), for example int or float.
|
||||
///
|
||||
/// You generally don't have to care about the templated form (sf::Vector4<T>),
|
||||
/// the most common specializations have special typedefs:
|
||||
/// \li sf::Vector4<float> is sf::Vector4f
|
||||
/// \li sf::Vector4<int> is sf::Vector4i
|
||||
/// \li sf::Vector4<unsigned int> is sf::Vector4u
|
||||
///
|
||||
/// The sf::Vector4 class has a small and simple interface, its x and y members
|
||||
/// can be accessed directly (there are no accessors like setX(), getX()) and it
|
||||
/// contains no mathematical function like dot product, cross product, length, etc.
|
||||
///
|
||||
/// Usage example:
|
||||
/// \code
|
||||
/// sf::Vector4f v1(16.5f, 24.f);
|
||||
/// v1.x = 18.2f;
|
||||
/// float y = v1.y;
|
||||
///
|
||||
/// sf::Vector4f v2 = v1 * 5.f;
|
||||
/// sf::Vector4
|
||||
/// v3 = v1 + v2;
|
||||
///
|
||||
/// bool different = (v2 != v3);
|
||||
/// \endcode
|
||||
///
|
||||
/// Note: for 3-dimensional vectors, see sf::Vector3.
|
||||
///
|
||||
////////////////////////////////////////////////////////////
|
@ -0,0 +1,67 @@
|
||||
#include "Camera.h"
|
||||
|
||||
|
||||
|
||||
Camera::Camera() {
|
||||
}
|
||||
|
||||
|
||||
Camera::Camera(sf::Vector3f position, sf::Vector2f direction) :
|
||||
position(position), direction(direction)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Camera::~Camera() {
|
||||
}
|
||||
|
||||
int Camera::set_position(sf::Vector3f position) {
|
||||
this->position = position;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Camera::add_static_impulse(sf::Vector3f impulse) {
|
||||
movement += impulse;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Camera::add_relative_impulse(DIRECTION impulse_direction) {
|
||||
|
||||
SphereToCart(direction);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Camera::slew_camera(sf::Vector2f input) {
|
||||
direction -= input;
|
||||
return 1;
|
||||
}
|
||||
|
||||
int Camera::update() {
|
||||
|
||||
position += movement;
|
||||
|
||||
movement *= friction_coefficient;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void* Camera::get_direction_pointer() {
|
||||
return &direction;
|
||||
}
|
||||
|
||||
void* Camera::get_position_pointer() {
|
||||
return &position;
|
||||
}
|
||||
|
||||
sf::Vector3f Camera::get_movement() {
|
||||
return movement;
|
||||
}
|
||||
|
||||
sf::Vector3f Camera::get_position() {
|
||||
return position;
|
||||
}
|
||||
|
||||
sf::Vector2f Camera::get_direction() {
|
||||
return direction;
|
||||
}
|
@ -1,5 +0,0 @@
|
||||
//
|
||||
// Created by Mitchell Hansen on 8/7/16.
|
||||
//
|
||||
|
||||
#include "Vector3.h"
|
Loading…
Reference in new issue