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path: root/src/keyboard_movement_controller.cpp
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#include "keyboard_movement_controller.hpp"
#include <glm/common.hpp>
#include <glm/fwd.hpp>
#include <glm/geometric.hpp>
#include <limits>

namespace app {

void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, xe::GameObject& 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);
  }

}

}