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keyboard_movement_controller.cpp
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keyboard_movement_controller.cpp
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#include "keyboard_movement_controller.hpp"
// std
#include <limits>
namespace lve {
void KeyboardMovementController::moveInPlaneXZ(GLFWwindow *window, float dt,
LveGameObject &gameObject) {
glm::vec3 rotate{0};
if (glfwGetKey(window, keys.lookRight) == GLFW_PRESS)
rotate.y += 1.f;
if (glfwGetKey(window, keys.lookLeft) == GLFW_PRESS)
rotate.y -= 1.f;
if (glfwGetKey(window, keys.lookUp) == GLFW_PRESS)
rotate.x += 1.f;
if (glfwGetKey(window, keys.lookDown) == GLFW_PRESS)
rotate.x -= 1.f;
if (glm::dot(rotate, rotate) > std::numeric_limits<float>::epsilon()) {
gameObject.transform.rotation += lookSpeed * dt * glm::normalize(rotate);
}
// limit pitch values between about +/- 85ish degrees
gameObject.transform.rotation.x =
glm::clamp(gameObject.transform.rotation.x, -1.5f, 1.5f);
gameObject.transform.rotation.y =
glm::mod(gameObject.transform.rotation.y, glm::two_pi<float>());
// X,Z 평면에서 이동
float yaw = gameObject.transform.rotation.y;
const glm::vec3 forwardDir{sin(yaw), 0.f, cos(yaw)};
const glm::vec3 rightDir{forwardDir.z, 0.f, -forwardDir.x};
const glm::vec3 upDir{0.f, -1.f, 0.f};
glm::vec3 moveDir{0.f};
if (glfwGetKey(window, keys.moveForward) == GLFW_PRESS)
moveDir += forwardDir;
if (glfwGetKey(window, keys.moveBackward) == GLFW_PRESS)
moveDir -= forwardDir;
if (glfwGetKey(window, keys.moveRight) == GLFW_PRESS)
moveDir += rightDir;
if (glfwGetKey(window, keys.moveLeft) == GLFW_PRESS)
moveDir -= rightDir;
if (glfwGetKey(window, keys.moveUp) == GLFW_PRESS)
moveDir += upDir;
if (glfwGetKey(window, keys.moveDown) == GLFW_PRESS)
moveDir -= upDir;
if (glm::dot(moveDir, moveDir) > std::numeric_limits<float>::epsilon()) {
gameObject.transform.translation +=
moveSpeed * dt * glm::normalize(moveDir);
}
}
} // namespace lve