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if(KEYDOWN(keystate,DIK_W)) { myPos += goingTo * 10 * dwTime; } if(KEYDOWN(keystate,DIK_S)) { myPos -= goingTo * 10 * dwTime; } if(KEYDOWN(keystate,DIK_A)) { drehung = DREHVELO * dwTime; D3DXMatrixRotationYawPitchRoll(&rechtslinks,-D3DXToRadian(drehung),0.0f,0.0f); D3DXVec3TransformNormal(&lookingDir,&lookingDir,&rechtslinks);
D3DXVec3Normalize(&lookingDir,&lookingDir);
goingTo = lookingDir;
} if(KEYDOWN(keystate,DIK_D)) { drehung = DREHVELO * dwTime; D3DXMatrixRotationYawPitchRoll(&rechtslinks,D3DXToRadian(drehung),0.0f,0.0f); D3DXVec3TransformNormal(&lookingDir,&lookingDir,&rechtslinks);
D3DXVec3Normalize(&lookingDir,&lookingDir);
goingTo = lookingDir; }
if(KEYDOWN(keystate,DIK_Q)) { drehung = DREHVELO * dwTime; D3DXMatrixRotationYawPitchRoll(&aufab,0.0f,-D3DXToRadian(drehung),0.0f); D3DXVec3TransformNormal(&lookingDir,&lookingDir,&aufab);
D3DXVec3Normalize(&lookingDir,&lookingDir);
goingTo = lookingDir; } if(KEYDOWN(keystate,DIK_E)) { drehung = DREHVELO * dwTime; D3DXMatrixRotationYawPitchRoll(&aufab,0.0f,D3DXToRadian(drehung),0.0f); D3DXVec3TransformNormal(&lookingDir,&lookingDir,&aufab);
D3DXVec3Normalize(&lookingDir,&lookingDir);
goingTo = lookingDir; }
lookingAt = myPos + lookingDir;
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