42 lines
1.9 KiB
C++
42 lines
1.9 KiB
C++
|
|
#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);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|