object update
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#include "Camera.h"
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Camera::Camera()
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{
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this->m_position = Oyster::Math::Float3(0, 50, 0);
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this->mRight = Oyster::Math::Float3(1, 0, 0);
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this->mUp = Oyster::Math::Float3(0, 1, 0);
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this->mLook = Oyster::Math::Float3(0, 0, 1);
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}
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Camera::~Camera()
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{
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}
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void Camera::SetPosition(const Oyster::Math::Float3& v)
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{
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this->m_position = v;
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}
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Oyster::Math::Float3 Camera::GetPosition()const
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{
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return this->m_position;
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}
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Oyster::Math::Float3 Camera::GetRight()const
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{
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return this->mRight;
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}
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Oyster::Math::Float3 Camera::GetUp()const
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{
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return this->mUp;
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}
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Oyster::Math::Float3 Camera::GetLook()const
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{
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return this->mLook;
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}
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float Camera::GetNearZ()const
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{
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return this->mNearZ;
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}
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float Camera::GetFarZ()const
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{
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return this->mFarZ;
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}
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float Camera::GetAspect()const
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{
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return this->mAspect;
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}
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Oyster::Math::Float3 Camera::CrossMatrix(const Oyster::Math::Float3& vector, const Oyster::Math::Float4x4& matrix)
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{
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Oyster::Math::Float3 vec;
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vec.x = matrix.m11*vector.x + matrix.m12*vector.y + matrix.m13*vector.z;
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vec.y = matrix.m21*vector.x + matrix.m22*vector.y + matrix.m23*vector.z;
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vec.z = matrix.m31*vector.x + matrix.m32*vector.y + matrix.m33*vector.z;
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return vec;
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}
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void Camera::SetLens(float fovY, float aspect, float zn, float zf)
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{
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this->mFovY = fovY;
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this->mAspect = aspect;
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this->mNearZ = zn;
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this->mFarZ = zf;
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float yScale = tan((Oyster::Math::pi*0.5f) - (mFovY*0.5f));
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float xScale = yScale/this->mAspect;
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mProj = Oyster::Math::Float4x4(xScale, 0, 0, 0,
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0, yScale, 0, 0,
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0, 0, zf/(zf-zn), 1,
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0, 0, -zn*zf/(zf-zn), 0);
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}
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void Camera::LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp)
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{
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Oyster::Math::Float3 L;
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D3DXVec3Subtract(&L, &target, &pos);
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L = target - pos;
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D3DXVec3Normalize(&L, &L);
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Oyster::Math::Float3 R;
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D3DXVec3Cross(&R, &worldUp, &L);
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D3DXVec3Normalize(&R, &R);
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Oyster::Math::Float3 U;
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D3DXVec3Cross(&U, &L, &R);
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this->m_position = pos;
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this->mLook = L;
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this->mRight = R;
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this->mUp = U;
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}
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Oyster::Math::Float4x4 Camera::View()const
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{
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return this->mView;
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}
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Oyster::Math::Float4x4 Camera::Proj()const
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{
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return this->mProj;
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}
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Oyster::Math::Float4x4 Camera::ViewsProj()const
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{
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Oyster::Math::Float4x4 M;
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D3DXMatrixMultiply(&M, &this->mView, &this->mProj);
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return M;
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}
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void Camera::Walk(float dist)
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{
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this->m_position += dist*Oyster::Math::Float3(1,0,0);
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}
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void Camera::Strafe(float dist)
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{
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this->m_position += dist*this->mRight;
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}
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void Camera::Pitch(float angle)
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{
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float radians = angle * 0.0174532925f;
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Oyster::Math::Float4x4 R;
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D3DXMatrixRotationAxis(&R, &-mRight, radians);
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this->mUp = CrossMatrix(this->mUp, R);
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this->mLook = CrossMatrix(this->mLook, R);
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}
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void Camera::Yaw(float angle)
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{
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float radians = angle * 0.0174532925f;
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Oyster::Math::Float4x4 R;
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Oyster::Math::Float3 up(0,1,0);
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D3DXMatrixRotationAxis(&R, &-up, radians);
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this->mRight = CrossMatrix(this->mRight, R);
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this->mUp = CrossMatrix(mUp, R);
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this->mLook = CrossMatrix(this->mLook, R);
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}
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void Camera::UpdateViewMatrix()
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{
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D3DXVec3Normalize(&this->mLook, &this->mLook);
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D3DXVec3Cross(&this->mUp, &this->mLook, &this->mRight);
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D3DXVec3Normalize(&this->mUp, &this->mUp);
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D3DXVec3Cross(&this->mRight, &this->mUp, &this->mLook);
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float x = -D3DXVec3Dot(&this->m_position, &mRight);
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float y = -D3DXVec3Dot(&this->m_position, &mUp);
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float z = -D3DXVec3Dot(&this->m_position, &mLook);
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this->mView(0, 0) = this->mRight.x;
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this->mView(1, 0) = this->mRight.y;
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this->mView(2, 0) = this->mRight.z;
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this->mView(3, 0) = x;
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this->mView(0, 1) = this->mUp.x;
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this->mView(1, 1) = this->mUp.y;
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this->mView(2, 1) = this->mUp.z;
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this->mView(3, 1) = y;
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this->mView(0, 2) = this->mLook.x;
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this->mView(1, 2) = this->mLook.y;
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this->mView(2, 2) = this->mLook.z;
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this->mView(3, 2) = z;
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this->mView(0, 3) = 0.0f;
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this->mView(1, 3) = 0.0f;
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this->mView(2, 3) = 0.0f;
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this->mView(3, 3) = 1.0f;
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}
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@ -0,0 +1,63 @@
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#ifndef CAMERA__H
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#define CAMERA__H
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#include "OysterMath.h"
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class Camera
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{
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private:
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Oyster::Math::Float3 m_position;
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Oyster::Math::Float3 mRight;
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Oyster::Math::Float3 mUp;
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Oyster::Math::Float3 mLook;
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float mNearZ;
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float mFarZ;
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float mAspect;
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float mFovY;
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Oyster::Math::Float4x4 mView;
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Oyster::Math::Float4x4 mProj;
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public:
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Camera();
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virtual ~Camera();
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void SetPosition(const Oyster::Math::Float3& v);
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Oyster::Math::Float3 GetPosition()const;
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Oyster::Math::Float3 GetRight()const;
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Oyster::Math::Float3 GetUp()const;
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Oyster::Math::Float3 GetLook()const;
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float GetNearZ()const;
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float GetFarZ()const;
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float GetAspect()const;
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Oyster::Math::Float3 CrossMatrix(const Oyster::Math::Float3& v, const Oyster::Math::Float4x4& m);
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void SetLens(float fovY, float aspect, float zn, float zf);
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void LookAt(Oyster::Math::Float3 pos, Oyster::Math::Float3 target, Oyster::Math::Float3 worldUp);
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void setLook(Oyster::Math::Float3 look) { mLook = look; }
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void setUp(Oyster::Math::Float3 up) { mUp = up; }
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void setRight(Oyster::Math::Float3 right) { mRight = right; }
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Oyster::Math::Float4x4 View()const;
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Oyster::Math::Float4x4 Proj()const;
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Oyster::Math::Float4x4 ViewsProj()const;
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void Walk(float dist);
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void Strafe(float dist);
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void Pitch(float angle);
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void Yaw(float angle);
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void UpdateViewMatrix();
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};
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#endif
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@ -18,14 +18,7 @@ Object::Object(void)
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model = new Model();
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model = Oyster::Graphics::API::CreateModel(L"bth.obj");
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ICustomBody* temp = rigidBody = API::Instance().CreateSimpleRigidBody().Release();
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rigidBody->SetCenter(Float3(50,0,0));
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rigidBody->SetMass_KeepMomentum(30);
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rigidBody->SetSize(Float3(2,2,2));
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rigidBody->SetSubscription(true);
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rigidBody->SetMomentOfInertiaTensor_KeepMomentum(Float4x4(MomentOfInertia::CreateCuboidMatrix(30, 2, 2, 2)));
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ICustomBody* temp = rigidBody = API::Instance().CreateRigidBody().Release();
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GameLogic::RefManager::getInstance()->AddMapping(*rigidBody, *this);
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