void MoveChar(double time, XMVECTOR& destinationDirection, XMMATRIX& worldMatrix) { // Normalize our destinated direction vector destinationDirection = XMVector3Normalize(destinationDirection); // If character is currently facing the complete opposite direction as the desired direction // they will turn around VERY slowly, so we want to make sure they turn around at a normal speed // by making the old character direction not the exact opposite direction as the current character // position. Try commenting out the next two lines to see what i'm talking about if(XMVectorGetX(XMVector3Dot(destinationDirection, oldCharDirection)) == -1) oldCharDirection += XMVectorSet(0.02f, 0.0f, -0.02f, 0.0f); // Get our current characters position in the world, from it's world matrix charPosition = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); charPosition = XMVector3TransformCoord(charPosition, worldMatrix); // Rotate our character smoothly when changing direction (from the GPG series) float destDirLength = 10.0f * frameTime; // Change to the speed you want your character to rotate. This uses the game timer from an earlier lesson // The larget this value, the faster the character rotates currCharDirection = (oldCharDirection) + (destinationDirection * destDirLength); // Get the characters direction (based off time, old position, and desired // direction), by adding together the current direction and the old direction // to get vector that smoothly turns from oldCharDir to denstinationDirection currCharDirection = XMVector3Normalize(currCharDirection); // Normalize the characters current direction vector // Here we find the angle of our character (angle between current direction and world's normal vector), used so that we can actually rotate // our characters world matrix. The three lines below, together, find the angle between 0 PI and 2 PI (360 degrees, and technically, it returns // the degrees in radians from -1 PI to 1 PI, but that has the same effect as 0 PI to 2 PI) between two vectors. // XMVector3AngleBetweenNormals returns an angle between two vectors, but always a positive result between // 0 and 1 PI. Which means, it doesn't tell us which half of the 2 PI degrees that are possible. So, we have the next if statement below, // which crosses the current characters direction and the worlds forward (0,0,1), which should give us the y axis vector (assuming that our character // rotates on the xz plane). We check to see if the y vector is positive ( > 0.0f), and if it is, we set the characters direction angle to be // the opposite of what it currently is, giving us the result in -1 PI to 1 PI. float charDirAngle = XMVectorGetX(XMVector3AngleBetweenNormals( XMVector3Normalize(currCharDirection), XMVector3Normalize(DefaultForward))); if(XMVectorGetY(XMVector3Cross(currCharDirection, DefaultForward)) > 0.0f) charDirAngle = -charDirAngle; // Now we update our characters position based off the frame time, his old position, and the direction he is facing float speed = 15.0f * frameTime; charPosition = charPosition + (destinationDirection * speed); // Update characters world matrix XMMATRIX rotationMatrix; Scale = XMMatrixScaling( 0.25f, 0.25f, 0.25f ); Translation = XMMatrixTranslation(XMVectorGetX(charPosition), 0.0f, XMVectorGetZ(charPosition) ); rotationMatrix = XMMatrixRotationY(charDirAngle - 3.14159265f); // Subtract PI from angle so the character doesn't run backwards worldMatrix = Scale * rotationMatrix * Translation; // Set the characters old direction oldCharDirection = currCharDirection; // Update our animation float timeFactor = 1.0f; // You can speed up or slow down time by changing this UpdateMD5Model(NewMD5Model, time*timeFactor, 0); } void UpdateCamera() { // Rotate target around camera /*camRotationMatrix = XMMatrixRotationRollPitchYaw(camPitch, camYaw, 0); camTarget = XMVector3TransformCoord(DefaultForward, camRotationMatrix ); camTarget = XMVector3Normalize(camTarget);*/ /*XMMATRIX RotateYTempMatrix; RotateYTempMatrix = XMMatrixRotationY(camYaw); // Walk camRight = XMVector3TransformCoord(DefaultRight, RotateYTempMatrix); camForward = XMVector3TransformCoord(DefaultForward, RotateYTempMatrix); camUp = XMVector3Cross(camForward, camRight);*/ /*// Free Cam camRight = XMVector3TransformCoord(DefaultRight, camRotationMatrix); camForward = XMVector3TransformCoord(DefaultForward, camRotationMatrix); camUp = XMVector3Cross(camForward, camRight);*/ /*camPosition += moveLeftRight*camRight; camPosition += moveBackForward*camForward; moveLeftRight = 0.0f; moveBackForward = 0.0f; camTarget = camPosition + camTarget;*/ // Third Person Camera // Set the cameras target to be looking at the character. camTarget = charPosition; // This line is because this lessons model was set to stand on the point (0,0,0) (my bad), and we // don't want to just be looking at the models feet, so we move the camera's target vector up 5 units camTarget = XMVectorSetY(camTarget, XMVectorGetY(camTarget)+5.0f); // Unlike before, when we rotated the cameras target vector around the cameras position, // we are now rotating the cameras position around it's target (which is the character) // Rotate camera around target camRotationMatrix = XMMatrixRotationRollPitchYaw(-camPitch, camYaw, 0); camPosition = XMVector3TransformNormal(DefaultForward, camRotationMatrix ); camPosition = XMVector3Normalize(camPosition); // Set our cameras position to rotate around the character. We need to add 5 to the characters // position's y axis because i'm stupid and modeled the character in the 3d modeling program // to be "standing" on (0,0,0), instead of centered around it ;) Well target her head here though camPosition = (camPosition * charCamDist) + camTarget; // We need to set our cameras forward and right vectors to lay // in the worlds xz plane, since they are the vectors we will // be using to determine the direction our character is running camForward = XMVector3Normalize(camTarget - camPosition); // Get forward vector based on target camForward = XMVectorSetY(camForward, 0.0f); // set forwards y component to 0 so it lays only on // the xz plane camForward = XMVector3Normalize(camForward); // To get our camera's Right vector, we set it's x component to the negative z component from the // camera's forward vector, and the z component to the camera forwards x component camRight = XMVectorSet(-XMVectorGetZ(camForward), 0.0f, XMVectorGetX(camForward), 0.0f); // Our camera does not "roll", so we can safely assume that the cameras right vector is always // in the xz plane, so to get the up vector, we just get the normalized vector from the camera // position to the cameras target, and cross it with the camera's Right vector camUp =XMVector3Normalize(XMVector3Cross(XMVector3Normalize(camPosition - camTarget), camRight)); camView = XMMatrixLookAtLH( camPosition, camTarget, camUp ); }

**Edited by Anddos, 09 December 2012 - 01:48 PM.**