]> git.localhorst.tv Git - blank.git/blobdiff - src/controller.cpp
move controller from camera to world
[blank.git] / src / controller.cpp
index d0a026b7069111284a38ef259819c83ed9af2377..3911e0f26c5c0716226a9303ae3c6411dc56bb40 100644 (file)
@@ -12,23 +12,124 @@ FPSController::FPSController()
 : velocity(0, 0, 0)
 , position(0, 0, 0)
 , pitch(0)
-, yaw(0) {
+, yaw(0)
+, transform(1.0f)
+, dirty(true)
+, move_velocity(0.003f)
+, pitch_sensitivity(-0.0025f)
+, yaw_sensitivity(-0.001f)
+, front(false)
+, back(false)
+, left(false)
+, right(false)
+, up(false)
+, down(false) {
 
 }
 
 
-glm::mat4 FPSController::Transform() const {
-       return glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+const glm::mat4 &FPSController::Transform() const {
+       if (dirty) {
+               transform = glm::translate(position) * glm::eulerAngleYX(yaw, pitch);
+               dirty = false;
+       }
+       return transform;
+}
+
+Ray FPSController::Aim() const {
+       glm::vec4 from = Transform() * glm::vec4(0.0f, 0.0f, 1.0f, 1.0f);
+       from /= from.w;
+       glm::vec4 to = Transform() * glm::vec4(0.0f, 0.0f, -1.0f, 1.0f);
+       to /= to.w;
+       return Ray{ glm::vec3(from), glm::normalize(glm::vec3(to - from)) };
 }
 
 
 void FPSController::OrientationVelocity(const glm::vec3 &vel) {
-       velocity = glm::rotateY(vel, yaw);
+       Velocity(glm::rotateY(vel, yaw));
+}
+
+
+void FPSController::Pitch(float p) {
+       pitch = p;
+       if (pitch > PI / 2) {
+               pitch = PI / 2;
+       } else if (pitch < -PI / 2) {
+               pitch = -PI / 2;
+       }
+       dirty = true;
+}
+
+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;
+       }
+       dirty = true;
+}
+
+void FPSController::RotateYaw(float delta) {
+       Yaw(yaw + delta);
+}
+
+
+void FPSController::HandleKeyboard(const SDL_KeyboardEvent &event) {
+       switch (event.keysym.sym) {
+               case SDLK_w:
+                       front = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_s:
+                       back = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_a:
+                       left = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_d:
+                       right = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_q:
+               case SDLK_SPACE:
+                       up = event.state == SDL_PRESSED;
+                       break;
+               case SDLK_e:
+               case SDLK_LSHIFT:
+                       down = event.state == SDL_PRESSED;
+                       break;
+       }
+}
+
+void FPSController::HandleMouse(const SDL_MouseMotionEvent &event) {
+       RotateYaw(event.xrel * yaw_sensitivity);
+       RotatePitch(event.yrel * pitch_sensitivity);
 }
 
 
 void FPSController::Update(int dt) {
-       position += velocity * float(dt);
+       glm::vec3 vel;
+       if (right && !left) {
+               vel.x = move_velocity;
+       } else if (left && !right) {
+               vel.x = -move_velocity;
+       }
+       if (up && !down) {
+               vel.y = move_velocity;
+       } else if (down && !up) {
+               vel.y = -move_velocity;
+       }
+       if (back && !front) {
+               vel.z = move_velocity;
+       } else if (front && !back) {
+               vel.z = -move_velocity;
+       }
+       OrientationVelocity(vel);
+
+       Move(velocity * float(dt));
 }
 
 }