All pastes #2050114 Raw Edit

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public cpp v1 · immutable
#2050114 ·published 2011-04-24 15:29 UTC
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void CameraNode::RotateCameraInterface(){	float verTurn;	float horTurn;	float turnSpeed;	D3DXVECTOR3 targetDirection, vRotAxis;	D3DXMATRIX matRotAxis, matRotZ;	D3DXVec3Normalize(&targetDirection, &(_lookAt - _camPosition)); //create direction vector	D3DXVec3Cross(&vRotAxis, &targetDirection, &_upVec); //strafe vector	D3DXVec3Normalize(&vRotAxis, &vRotAxis);	//create rotation matrices	//D3DXMatrixRotationAxis(&matRotAxis,	&vRotAxis, g_pInput->GetRelativeY() / -360);	//D3DXMatrixRotationZ(&matRotZ,g_pInput->GetRelativeX() / -360);	turnSpeed = cameraControllerInterface->getCameraSpeed();	horTurn = cameraControllerInterface->getTurnHorizontal() * turnSpeed;	verTurn = cameraControllerInterface->getTurnVertical()* turnSpeed;	D3DXMatrixRotationAxis(&matRotAxis,	&vRotAxis, verTurn);	D3DXMatrixRotationY(&matRotZ, horTurn);	//rotate direction	D3DXVec3TransformCoord(&targetDirection,&targetDirection,&(matRotAxis * matRotZ));	//rotate up vector	D3DXVec3TransformCoord(&_upVec,&_upVec,&(matRotAxis * matRotZ));	//translate up vector	_lookAt = targetDirection + _camPosition;}void CameraNode::MoveCameraInterface() {	float VELOCITY = 1.0f;	float verVelocity;	float horVelocity;	D3DXVECTOR3 targetDirectionVer, targetDirectionHor, strafeAxis;	//forwardBack	D3DXVec3Normalize(&targetDirectionVer,	&(_lookAt - _camPosition));	//LR	D3DXVec3Cross(&strafeAxis, &targetDirectionVer, &D3DXVECTOR3( 0.0f, -1.0f, 0.0f ));	//get inputs from our controller(s) interface	verVelocity = cameraControllerInterface->getStrafeVertical();	horVelocity = cameraControllerInterface->getStrafeHorizontal();		_camPosition += targetDirectionVer * verVelocity;	_lookAt += targetDirectionVer * verVelocity;	_camPosition -= strafeAxis * horVelocity;	_lookAt -= strafeAxis * horVelocity;}