#include "controller.hpp"
-#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/transform.hpp>
+#include <glm/gtx/rotate_vector.hpp>
namespace blank {
-FPSController::FPSController()
-: velocity(0, 0, 0)
-, position(0, 0, 0)
+FPSController::FPSController(Entity &entity)
+: entity(entity)
, pitch(0)
, yaw(0) {
}
-FPSController::~FPSController() {
+void FPSController::Pitch(float p) {
+ pitch = p;
+ if (pitch > PI / 2) {
+ pitch = PI / 2;
+ } else if (pitch < -PI / 2) {
+ pitch = -PI / 2;
+ }
}
+void FPSController::RotatePitch(float delta) {
+ Pitch(pitch + delta);
+}
+
+void FPSController::Yaw(float y) {
+ yaw = y;
+ if (yaw > PI) {
+ yaw -= PI * 2;
+ } else if (yaw < -PI) {
+ yaw += PI * 2;
+ }
+}
-glm::mat4 FPSController::Transform() const {
- return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+void FPSController::RotateYaw(float delta) {
+ Yaw(yaw + delta);
}
void FPSController::Update(int dt) {
- position += velocity * float(dt);
+ entity.Rotation(glm::eulerAngleYX(yaw, pitch));
+ entity.Velocity(glm::rotateY(velocity, yaw));
+}
+
+
+RandomWalk::RandomWalk(Entity &e)
+: entity(e)
+, time_left(0) {
+
+}
+
+
+void RandomWalk::Update(int dt) {
+ 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);
}
}