vktutorial/keyboard_movement_controlle...

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2025-12-18 22:40:57 +08:00
#include "keyboard_movement_controller.hpp"
namespace hk
{
void KeyboardMovementController::moveInPlaneXZ(GLFWwindow *window, float dt, GameObject &gameObject)
{
glm::vec3 rotate{0};
if (glfwGetKey(window, m_keys.lookRight) == GLFW_PRESS) rotate.y += 1.f;
if (glfwGetKey(window, m_keys.lookLeft) == GLFW_PRESS) rotate.y -= 1.f;
if (glfwGetKey(window, m_keys.lookUp) == GLFW_PRESS) rotate.x += 1.f;
if (glfwGetKey(window, m_keys.lookDown) == GLFW_PRESS) rotate.x -= 1.f;
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon())
{
gameObject.m_transform.rotation += m_lookSpeed * dt * glm::normalize(rotate);
}
// limit pitch values between about +/-85ish degrees
gameObject.m_transform.rotation.x = glm::clamp(gameObject.m_transform.rotation.x, -1.5f, 1.5f);
gameObject.m_transform.rotation.y = glm::mod(gameObject.m_transform.rotation.y, glm::two_pi<float>());
float yaw = gameObject.m_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, -1.f, 0.f};
glm::vec3 moveDir{0.f};
if (glfwGetKey(window, m_keys.moveForward) == GLFW_PRESS) moveDir += forwardDir;
if (glfwGetKey(window, m_keys.moveBackward) == GLFW_PRESS) moveDir -= forwardDir;
if (glfwGetKey(window, m_keys.moveRight) == GLFW_PRESS) moveDir += rightDir;
if (glfwGetKey(window, m_keys.moveLeft) == GLFW_PRESS) moveDir -= rightDir;
if (glfwGetKey(window, m_keys.moveUp) == GLFW_PRESS) moveDir += upDir;
if (glfwGetKey(window, m_keys.moveDown) == GLFW_PRESS) moveDir -= upDir;
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon())
{
gameObject.m_transform.translation += m_moveSpeed * dt * glm::normalize(moveDir);
}
}
}