2022-10-01 18:35:16 +00:00
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#include "player_controller.hpp"
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2022-09-19 01:20:51 +00:00
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2022-09-20 01:28:41 +00:00
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namespace app {
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2022-10-01 18:35:16 +00:00
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PlayerController::PlayerController(xe::Input &input, xe::GameObject &viewerObject)
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: input{input}, viewerObject{viewerObject} {};
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2022-10-01 18:35:16 +00:00
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PlayerController::~PlayerController() {};
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2022-10-01 18:35:16 +00:00
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void PlayerController::update(float dt) {
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glm::vec3 rotate{0};
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if(input.isKeyPressed(keys.lookRight)) rotate.y += 1.f;
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if(input.isKeyPressed(keys.lookLeft)) rotate.y -= 1.f;
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if(input.isKeyPressed(keys.lookUp)) rotate.x -= 1.f;
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if(input.isKeyPressed(keys.lookDown)) rotate.x += 1.f;
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if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
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viewerObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
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}
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viewerObject.transform.rotation.x = glm::clamp(viewerObject.transform.rotation.x, -1.5f, 1.5f);
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viewerObject.transform.rotation.y = glm::mod(viewerObject.transform.rotation.y, glm::two_pi<float>());
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float yaw = viewerObject.transform.rotation.y;
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const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)};
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const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x};
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const glm::vec3 upDir{0.f, 01.f, 0.f};
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glm::vec3 moveDir{0};
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if(input.isKeyPressed(keys.moveForward)) moveDir += forwardDir;
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if(input.isKeyPressed(keys.moveBackward)) moveDir -= forwardDir;
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if(input.isKeyPressed(keys.moveRight)) moveDir += rightDir;
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if(input.isKeyPressed(keys.moveLeft)) moveDir -= rightDir;
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if(input.isKeyPressed(keys.moveUp)) moveDir += upDir;
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if(input.isKeyPressed(keys.moveDown)) moveDir -= upDir;
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if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
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viewerObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
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}
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}
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}
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