+++ /dev/null
-#include "FPSController.hpp"
-#include "RandomWalk.hpp"
-
-#include <glm/gtx/euler_angles.hpp>
-#include <glm/gtx/rotate_vector.hpp>
-
-
-namespace blank {
-
-FPSController::FPSController(Entity &entity) noexcept
-: entity(entity)
-, pitch(0)
-, yaw(0) {
-
-}
-
-
-void FPSController::Pitch(float p) noexcept {
- pitch = p;
- if (pitch > PI / 2) {
- pitch = PI / 2;
- } else if (pitch < -PI / 2) {
- pitch = -PI / 2;
- }
-}
-
-void FPSController::RotatePitch(float delta) noexcept {
- Pitch(pitch + delta);
-}
-
-void FPSController::Yaw(float y) noexcept {
- yaw = y;
- if (yaw > PI) {
- yaw -= PI * 2;
- } else if (yaw < -PI) {
- yaw += PI * 2;
- }
-}
-
-void FPSController::RotateYaw(float delta) noexcept {
- Yaw(yaw + delta);
-}
-
-
-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);
-}
-
-}