Added MouseInputHandler and firstPersonInputController to aid in creation of first person movement.
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#ifndef FirstPersonInputController_h__
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#define FirstPersonInputController_h__
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#include "../GLM.h"
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#include "../Core/InputController.h"
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template <typename EventContext>
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class FirstPersonInputController : public InputController<EventContext>
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{
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public:
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FirstPersonInputController(EventBroker* eventBroker, unsigned int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{ }
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const glm::quat Orientation() const { return m_Orientation; }
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virtual bool OnCommand(const Events::InputCommand& e) override
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{
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if (m_PlayerID != e.PlayerID) {
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return false;
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}
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if (e.Command == "Pitch") {
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float val = glm::radians(e.Value);
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m_Orientation = m_Orientation * glm::angleAxis<float>(-val, glm::vec3(1, 0, 0));
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}
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if (e.Command == "Yaw") {
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float val = glm::radians(e.Value);
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m_Orientation = glm::angleAxis<float>(-val, glm::vec3(0, 1, 0)) * m_Orientation;
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}
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}
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private:
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const unsigned int m_PlayerID;
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glm::quat m_Orientation;
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};
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#endif
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