#include "keyboard_movement_controller.hpp" #include #include #include #include namespace xe { void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, XeGameObject& gameObject) { glm::vec3 rotate{0}; 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::epsilon()) { gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate); } gameObject.transform.rotation.x = glm::clamp(gameObject.transform.rotation.x, -1.5f, 1.5f); gameObject.transform.rotation.y = glm::mod(gameObject.transform.rotation.y, glm::two_pi()); 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, 01.f, 0.f}; glm::vec3 moveDir{0}; if(glfwGetKey(window, keys.moveForward) == GLFW_PRESS) moveDir += forwardDir; if(glfwGetKey(window, keys.moveBackward) == GLFW_PRESS) moveDir -= forwardDir; 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 (glm::dot(moveDir, moveDir) > std::numeric_limits::epsilon()) { gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir); } } }