namespace blank {
-FPSController::FPSController(Entity &entity)
+FPSController::FPSController(Entity &entity) noexcept
: entity(entity)
, pitch(0)
, yaw(0) {
}
-void FPSController::Pitch(float p) {
+void FPSController::Pitch(float p) noexcept {
pitch = p;
if (pitch > PI / 2) {
pitch = PI / 2;
}
}
-void FPSController::RotatePitch(float delta) {
+void FPSController::RotatePitch(float delta) noexcept {
Pitch(pitch + delta);
}
-void FPSController::Yaw(float y) {
+void FPSController::Yaw(float y) noexcept {
yaw = y;
if (yaw > PI) {
yaw -= PI * 2;
}
}
-void FPSController::RotateYaw(float delta) {
+void FPSController::RotateYaw(float delta) noexcept {
Yaw(yaw + delta);
}
-void FPSController::Update(int dt) {
+void FPSController::Update(int dt) noexcept {
entity.Rotation(glm::eulerAngleYX(yaw, pitch));
entity.Velocity(glm::rotateY(velocity, yaw));
}
+
+RandomWalk::RandomWalk(Entity &e) noexcept
+: entity(e)
+, time_left(0) {
+
+}
+
+
+void RandomWalk::Update(int dt) noexcept {
+ time_left -= dt;
+ if (time_left > 0) return;
+ time_left += 2500 + (rand() % 5000);
+
+ constexpr float move_vel = 0.0005f;
+
+ glm::vec3 new_vel = entity.Velocity();
+
+ switch (rand() % 9) {
+ case 0:
+ new_vel.x = -move_vel;
+ break;
+ case 1:
+ new_vel.x = 0.0f;
+ break;
+ case 2:
+ new_vel.x = move_vel;
+ break;
+ case 3:
+ new_vel.y = -move_vel;
+ break;
+ case 4:
+ new_vel.y = 0.0f;
+ break;
+ case 5:
+ new_vel.y = move_vel;
+ break;
+ case 6:
+ new_vel.z = -move_vel;
+ break;
+ case 7:
+ new_vel.z = 0.0f;
+ break;
+ case 8:
+ new_vel.z = move_vel;
+ break;
+ }
+
+ entity.Velocity(new_vel);
+}
+
}