]> git.localhorst.tv Git - blank.git/blobdiff - src/controller.cpp
random walk test controller
[blank.git] / src / controller.cpp
index 3911e0f26c5c0716226a9303ae3c6411dc56bb40..fcdb407f43b047885881304584a88562113e580a 100644 (file)
@@ -1,55 +1,19 @@
 #include "controller.hpp"
 
-#include <glm/gtc/matrix_transform.hpp>
 #include <glm/gtx/euler_angles.hpp>
 #include <glm/gtx/rotate_vector.hpp>
-#include <glm/gtx/transform.hpp>
 
 
 namespace blank {
 
-FPSController::FPSController()
-: velocity(0, 0, 0)
-, position(0, 0, 0)
+FPSController::FPSController(Entity &entity)
+: entity(entity)
 , pitch(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) {
+, yaw(0) {
 
 }
 
 
-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));
-}
-
-
 void FPSController::Pitch(float p) {
        pitch = p;
        if (pitch > PI / 2) {
@@ -57,7 +21,6 @@ void FPSController::Pitch(float p) {
        } else if (pitch < -PI / 2) {
                pitch = -PI / 2;
        }
-       dirty = true;
 }
 
 void FPSController::RotatePitch(float delta) {
@@ -71,7 +34,6 @@ void FPSController::Yaw(float y) {
        } else if (yaw < -PI) {
                yaw += PI * 2;
        }
-       dirty = true;
 }
 
 void FPSController::RotateYaw(float delta) {
@@ -79,57 +41,59 @@ void FPSController::RotateYaw(float delta) {
 }
 
 
-void FPSController::HandleKeyboard(const SDL_KeyboardEvent &event) {
-       switch (event.keysym.sym) {
-               case SDLK_w:
-                       front = event.state == SDL_PRESSED;
+void FPSController::Update(int 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 SDLK_s:
-                       back = event.state == SDL_PRESSED;
+               case 1:
+                       new_vel.x = 0.0f;
                        break;
-               case SDLK_a:
-                       left = event.state == SDL_PRESSED;
+               case 2:
+                       new_vel.x = move_vel;
                        break;
-               case SDLK_d:
-                       right = event.state == SDL_PRESSED;
+               case 3:
+                       new_vel.y = -move_vel;
                        break;
-               case SDLK_q:
-               case SDLK_SPACE:
-                       up = event.state == SDL_PRESSED;
+               case 4:
+                       new_vel.y = 0.0f;
                        break;
-               case SDLK_e:
-               case SDLK_LSHIFT:
-                       down = event.state == SDL_PRESSED;
+               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;
        }
-}
-
-void FPSController::HandleMouse(const SDL_MouseMotionEvent &event) {
-       RotateYaw(event.xrel * yaw_sensitivity);
-       RotatePitch(event.yrel * pitch_sensitivity);
-}
-
-
-void FPSController::Update(int 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));
+       entity.Velocity(new_vel);
 }
 
 }