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topdowncamera.cpp
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topdowncamera.cpp
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#include "topdowncamera.h"
TopDownCamera::TopDownCamera(const Vector3f& xzPosition, float distance) : m_move(false), m_lastMousePosX(0), m_lastMousePosY(0)
{
SetPosition(xzPosition);
SetDistance(distance);
}
TopDownCamera::~TopDownCamera()
{
}
void TopDownCamera::Update(float elapsedTime)
{
static float angle = 0;
angle += elapsedTime * 20;
m_view.SetIdentity();
m_view.SetLookAt(Vector3f(m_position.x, m_distance, m_position.z), m_position, Vector3f(0, 0, -1));
}
void TopDownCamera::MouseMoveEvent(int x, int y)
{
if(m_move)
{
m_position.x -= (x - m_lastMousePosX) * (0.0025f * m_distance);
m_position.z -= (y - m_lastMousePosY) * (0.0025f * m_distance);
}
m_lastMousePosX = x;
m_lastMousePosY = y;
}
void TopDownCamera::MousePressEvent(const MOUSE_BUTTON &button, int x, int y)
{
switch(button)
{
case MOUSE_BUTTON_RIGHT:
m_lastMousePosX = x;
m_lastMousePosY = y;
m_move = true;
break;
case MOUSE_BUTTON_WHEEL_UP:
SetDistance(m_distance - (m_distance / 5.f));
break;
case MOUSE_BUTTON_WHEEL_DOWN:
SetDistance(m_distance + (m_distance / 5.f));
break;
}
}
void TopDownCamera::MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y)
{
switch(button)
{
case MOUSE_BUTTON_RIGHT:
m_move = false;
break;
}
}
float TopDownCamera::GetDistance() const
{
return m_distance;
}
void TopDownCamera::SetDistance(float distance)
{
m_distance = distance;
if(m_distance < EPSILON)
m_distance = EPSILON;
}
const Vector3f& TopDownCamera::GetPosition() const
{
return m_position;
}
void TopDownCamera::SetPosition(const Vector3f& position)
{
m_position.x = position.x;
m_position.z = position.z;
}