]> git.localhorst.tv Git - blank.git/blobdiff - src/controller.cpp
minor optimizations in chunk
[blank.git] / src / controller.cpp
index b996f9e37a04c80301a5776c288b5af09202b38e..e86551f4c71ff20e8264753b2c5a89b4e8155039 100644 (file)
@@ -6,7 +6,7 @@
 
 namespace blank {
 
-FPSController::FPSController(Entity &entity)
+FPSController::FPSController(Entity &entity) noexcept
 : entity(entity)
 , pitch(0)
 , yaw(0) {
@@ -14,7 +14,7 @@ FPSController::FPSController(Entity &entity)
 }
 
 
-void FPSController::Pitch(float p) {
+void FPSController::Pitch(float p) noexcept {
        pitch = p;
        if (pitch > PI / 2) {
                pitch = PI / 2;
@@ -23,11 +23,11 @@ void FPSController::Pitch(float p) {
        }
 }
 
-void FPSController::RotatePitch(float delta) {
+void FPSController::RotatePitch(float delta) noexcept {
        Pitch(pitch + delta);
 }
 
-void FPSController::Yaw(float y) {
+void FPSController::Yaw(float y) noexcept {
        yaw = y;
        if (yaw > PI) {
                yaw -= PI * 2;
@@ -36,14 +36,64 @@ void FPSController::Yaw(float y) {
        }
 }
 
-void FPSController::RotateYaw(float delta) {
+void FPSController::RotateYaw(float delta) noexcept {
        Yaw(yaw + delta);
 }
 
 
-void FPSController::Update(int dt) {
+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);
+}
+
 }