X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fcontroller.cpp;h=ef09ace617c244261e4d874375334a176b4f1c47;hb=1a7bbd64b1fef1f4e2f9303f820d6f3ce76cebf1;hp=d0a026b7069111284a38ef259819c83ed9af2377;hpb=6af76d9e1a6499ebdab405c1d679d24b9e19fded;p=blank.git diff --git a/src/controller.cpp b/src/controller.cpp index d0a026b..ef09ace 100644 --- a/src/controller.cpp +++ b/src/controller.cpp @@ -1,34 +1,105 @@ #include "controller.hpp" -#include #include #include -#include namespace blank { -FPSController::FPSController() -: velocity(0, 0, 0) -, position(0, 0, 0) +FPSController::FPSController(Entity &entity) +: entity(entity) , pitch(0) -, yaw(0) { +, yaw(0) +, 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); +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; + } +} + +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::OrientationVelocity(const glm::vec3 &vel) { - velocity = glm::rotateY(vel, yaw); +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; + } + entity.Rotation(glm::eulerAngleYX(yaw, pitch)); + entity.Velocity(glm::rotateY(vel, yaw)); } }