diff options
Diffstat (limited to 'src/keyboard_movement_controller.cpp')
-rw-r--r-- | src/keyboard_movement_controller.cpp | 17 |
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); } } |