diff options
Diffstat (limited to 'src/keyboard_movement_controller.cpp')
-rw-r--r-- | src/keyboard_movement_controller.cpp | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/src/keyboard_movement_controller.cpp b/src/keyboard_movement_controller.cpp new file mode 100644 index 0000000..6782709 --- /dev/null +++ b/src/keyboard_movement_controller.cpp @@ -0,0 +1,42 @@ +#include "keyboard_movement_controller.hpp" +#include <glm/common.hpp> +#include <glm/fwd.hpp> +#include <glm/geometric.hpp> +#include <limits> + +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<float>::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>()); + + 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<float>::epsilon()) { + gameObject.transform.translation += moveSpeed * dt * glm::normalize(moveDir); + } + +} + +}
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