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authortylermurphy534 <tylermurphy534@gmail.com>2022-09-25 19:05:56 -0400
committertylermurphy534 <tylermurphy534@gmail.com>2022-09-25 19:05:56 -0400
commit29e2d9db80e31003e9d58db986ee0966ec844df8 (patch)
tree58d30f380a8ebb547a8d10e1d3e393f9a2b14926 /src/keyboard_movement_controller.cpp
parentmerge in input (diff)
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3D Chunks rendering
Diffstat (limited to 'src/keyboard_movement_controller.cpp')
-rw-r--r--src/keyboard_movement_controller.cpp17
1 files changed, 11 insertions, 6 deletions
diff --git a/src/keyboard_movement_controller.cpp b/src/keyboard_movement_controller.cpp
index c087ed8..c2e6005 100644
--- a/src/keyboard_movement_controller.cpp
+++ b/src/keyboard_movement_controller.cpp
@@ -2,7 +2,12 @@
namespace app {
-void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameObject, float dt) {
+KeyboardMovementController::KeyboardMovementController(xe::Input &input, xe::GameObject &viewerObject)
+ : input{input}, viewerObject{viewerObject} {};
+
+KeyboardMovementController::~KeyboardMovementController() {};
+
+void KeyboardMovementController::update(float dt) {
glm::vec3 rotate{0};
if(input.isKeyPressed(keys.lookRight)) rotate.y += 1.f;
if(input.isKeyPressed(keys.lookLeft)) rotate.y -= 1.f;
@@ -10,13 +15,13 @@ void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameOb
if(input.isKeyPressed(keys.lookDown)) rotate.x += 1.f;
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
- gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
+ viewerObject.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>());
+ viewerObject.transform.rotation.x = glm::clamp(viewerObject.transform.rotation.x, -1.5f, 1.5f);
+ viewerObject.transform.rotation.y = glm::mod(viewerObject.transform.rotation.y, glm::two_pi<float>());
- float yaw = gameObject.transform.rotation.y;
+ float yaw = viewerObject.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};
@@ -30,7 +35,7 @@ void KeyboardMovementController::update(xe::Input &input, xe::GameObject& gameOb
if(input.isKeyPressed(keys.moveDown)) moveDir -= upDir;
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
- gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
+ viewerObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir);
}
}