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keyboard_movement_controller.cpp
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38 lines (29 loc) · 1.7 KB
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#include "keyboard_movement_controller.hpp"
namespace v {
void KeyboardMovementController::moveInPlaneXZ(GLFWwindow* window, float dt, V_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;
// Left-handed system
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 upDir(0.f, 1.f, 0.f);
glm::vec leftDir = glm::normalize(glm::cross(forwardDir, upDir));
// const glm::vec3 rightDir(forwardDir.z, 0.f, forwardDir.x);
glm::vec3 moveDir{0.f};
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 -= leftDir;
if (glfwGetKey(window, keys.moveLeft) == GLFW_PRESS) moveDir += leftDir;
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);
}
}