diff --git a/Code/GameLogic/Camera.cpp b/Code/GameLogic/Camera.cpp index bad0bdf9..8e82d944 100644 --- a/Code/GameLogic/Camera.cpp +++ b/Code/GameLogic/Camera.cpp @@ -81,14 +81,15 @@ void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyste { Oyster::Math::Float3 L; - D3DXVec3Subtract(&L, &target, &pos); L = target - pos; - D3DXVec3Normalize(&L, &L); - Oyster::Math::Float3 R; - D3DXVec3Cross(&R, &worldUp, &L); - D3DXVec3Normalize(&R, &R); + L.Normalize(); + + Oyster::Math::Float3 R; + R = worldUp.Cross(L); + R.Normalize(); + Oyster::Math::Float3 U; - D3DXVec3Cross(&U, &L, &R); + U = L.Cross(R); this->m_position = pos; this->mLook = L; @@ -109,7 +110,7 @@ Oyster::Math::Float4x4 Camera::Proj()const Oyster::Math::Float4x4 Camera::ViewsProj()const { Oyster::Math::Float4x4 M; - D3DXMatrixMultiply(&M, &this->mView, &this->mProj); + M = mView * mProj; return M; } @@ -129,7 +130,8 @@ void Camera::Pitch(float angle) Oyster::Math::Float4x4 R; - D3DXMatrixRotationAxis(&R, &-mRight, radians); + //D3DXMatrixRotationAxis(&R, &-mRight, radians); + Oyster::Math3D::RotationMatrix(radians,-mRight,R); this->mUp = CrossMatrix(this->mUp, R); this->mLook = CrossMatrix(this->mLook, R); } @@ -141,7 +143,8 @@ void Camera::Yaw(float angle) Oyster::Math::Float4x4 R; Oyster::Math::Float3 up(0,1,0); - D3DXMatrixRotationAxis(&R, &-up, radians); + //D3DXMatrixRotationAxis(&R, &-up, radians); + Oyster::Math3D::RotationMatrix(radians,-up,R); this->mRight = CrossMatrix(this->mRight, R); this->mUp = CrossMatrix(mUp, R); @@ -150,33 +153,49 @@ void Camera::Yaw(float angle) void Camera::UpdateViewMatrix() { - D3DXVec3Normalize(&this->mLook, &this->mLook); - D3DXVec3Cross(&this->mUp, &this->mLook, &this->mRight); - D3DXVec3Normalize(&this->mUp, &this->mUp); - D3DXVec3Cross(&this->mRight, &this->mUp, &this->mLook); + mLook.Normalize(); + mUp = mLook.Cross(mRight); + mUp.Normalize(); + mRight = mUp.Cross(mLook); + float x = -m_position.Dot(mRight); + float y = -m_position.Dot(mUp); + float z = -m_position.Dot(mLook); - float x = -D3DXVec3Dot(&this->m_position, &mRight); - float y = -D3DXVec3Dot(&this->m_position, &mUp); - float z = -D3DXVec3Dot(&this->m_position, &mLook); + //this->mView(0, 0) = this->mRight.x; + mView.m11 = mRight.x; + //this->mView(1, 0) = this->mRight.y; + mView.m21 = mRight.y; + //this->mView(2, 0) = this->mRight.z; + mView.m31 = mRight.z; + //this->mView(3, 0) = x; + mView.m41 = x; - this->mView(0, 0) = this->mRight.x; - this->mView(1, 0) = this->mRight.y; - this->mView(2, 0) = this->mRight.z; - this->mView(3, 0) = x; + //this->mView(0, 1) = this->mUp.x; + mView.m12 = mUp.x; + //this->mView(1, 1) = this->mUp.y; + mView.m22 = mUp.y; + //this->mView(2, 1) = this->mUp.z; + mView.m32 = mUp.z; + //this->mView(3, 1) = y; + mView.m42 = y; - this->mView(0, 1) = this->mUp.x; - this->mView(1, 1) = this->mUp.y; - this->mView(2, 1) = this->mUp.z; - this->mView(3, 1) = y; + //this->mView(0, 2) = this->mLook.x; + mView.m13 = mLook.x; + //this->mView(1, 2) = this->mLook.y; + mView.m23 = mLook.y; + //this->mView(2, 2) = this->mLook.z; + mView.m33 = mLook.z; + //this->mView(3, 2) = z; + mView.m43 = z; - this->mView(0, 2) = this->mLook.x; - this->mView(1, 2) = this->mLook.y; - this->mView(2, 2) = this->mLook.z; - this->mView(3, 2) = z; - - this->mView(0, 3) = 0.0f; - this->mView(1, 3) = 0.0f; - this->mView(2, 3) = 0.0f; - this->mView(3, 3) = 1.0f; + //this->mView(0, 3) = 0.0f; + mView.m14 = 0.0f; + //this->mView(1, 3) = 0.0f; + mView.m24 = 0.0f; + + //this->mView(2, 3) = 0.0f; + mView.m34 = 0.0f; + //this->mView(3, 3) = 1.0f; + mView.m44 = 1.0f; } \ No newline at end of file