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keyboard_movement_controller.cpp
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77 lines (59 loc) · 3.39 KB
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#include "keyboard_movement_controller.hpp"
namespace lve {
void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, LveGameObject& gameObject)
{
glm::vec3 rotate{ 0.0f };
if (glfwGetKey(window, keys.lookRight) == GLFW_PRESS) rotate.y += 1.f;
if (glfwGetKey(window, keys.lookLeft) == GLFW_PRESS) rotate.y -= 1.f;
if (glfwGetKey(window, keys.lookUp) == GLFW_PRESS) rotate.x += 1.f;
if (glfwGetKey(window, keys.lookDown) == GLFW_PRESS) rotate.x -= 1.f;
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
}
gameObject.transform.rotation.x = glm::clamp(gameObject.transform.rotation.x, -1.5f, 1.5f); // limit pitch values about +-85ish degrees (don't go upside down)
gameObject.transform.rotation.y = glm::mod(gameObject.transform.rotation.y, glm::two_pi<float>()); //don't overflow
//which direction?
float yaw = gameObject.transform.rotation.y;
const glm::vec3 forwardDir{ sin(yaw),0.f,cos(yaw) };
const glm::vec3 rightDir{ forwardDir.z,0.f,forwardDir.x };
const glm::vec3 upDir{0.f,-1.f,0.f};
glm::vec3 moveDir{ 0.f };
if (glfwGetKey(window, keys.moveRight) == GLFW_PRESS) moveDir += rightDir;
if (glfwGetKey(window, keys.moveLeft) == GLFW_PRESS) moveDir -= rightDir;
if (glfwGetKey(window, keys.moveUp) == GLFW_PRESS) moveDir += upDir;
if (glfwGetKey(window, keys.moveDown) == GLFW_PRESS) moveDir -= upDir;
if (glfwGetKey(window, keys.moveForward) == GLFW_PRESS) moveDir += forwardDir;
if (glfwGetKey(window, keys.moveBackward) == GLFW_PRESS) moveDir -= forwardDir;
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
}
}
void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, TransformComponent& transform)
{
glm::vec3 rotate{ 0.0f };
if (glfwGetKey(window, keys.lookRight) == GLFW_PRESS) rotate.y += 1.f;
if (glfwGetKey(window, keys.lookLeft) == GLFW_PRESS) rotate.y -= 1.f;
if (glfwGetKey(window, keys.lookUp) == GLFW_PRESS) rotate.x += 1.f;
if (glfwGetKey(window, keys.lookDown) == GLFW_PRESS) rotate.x -= 1.f;
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
transform.rotation += lookSpeed * dt * glm::normalize(rotate);
}
transform.rotation.x = glm::clamp(transform.rotation.x, -1.5f, 1.5f); // limit pitch values about +-85ish degrees (don't go upside down)
transform.rotation.y = glm::mod(transform.rotation.y, glm::two_pi<float>()); //don't overflow
//which direction?
float yaw = transform.rotation.y;
const glm::vec3 forwardDir{ sin(yaw),0.f,cos(yaw) };
const glm::vec3 rightDir{ forwardDir.z,0.f,forwardDir.x };
const glm::vec3 upDir{ 0.f,-1.f,0.f };
glm::vec3 moveDir{ 0.f };
if (glfwGetKey(window, keys.moveRight) == GLFW_PRESS) moveDir += rightDir;
if (glfwGetKey(window, keys.moveLeft) == GLFW_PRESS) moveDir -= rightDir;
if (glfwGetKey(window, keys.moveUp) == GLFW_PRESS) moveDir += upDir;
if (glfwGetKey(window, keys.moveDown) == GLFW_PRESS) moveDir -= upDir;
if (glfwGetKey(window, keys.moveForward) == GLFW_PRESS) moveDir += forwardDir;
if (glfwGetKey(window, keys.moveBackward) == GLFW_PRESS) moveDir -= forwardDir;
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
transform.translation += moveSpeed * dt * glm::normalize(moveDir);
}
}
}