Basic jumping!
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@@ -13,6 +13,8 @@ public:
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virtual const glm::vec3 Movement() const { return m_Movement; }
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virtual const glm::vec3 Movement() const { return m_Movement; }
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual const glm::vec3 Rotation() const { return m_Rotation; }
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virtual bool Jumping() const { return m_Jumping; }
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virtual bool Crouching() const { return m_Crouching; }
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void LockMouse();
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void LockMouse();
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void UnlockMouse();
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void UnlockMouse();
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@@ -24,6 +26,8 @@ protected:
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bool m_MouseLocked = false;
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bool m_MouseLocked = false;
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glm::vec3 m_Rotation;
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glm::vec3 m_Rotation;
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glm::vec3 m_Movement;
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glm::vec3 m_Movement;
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bool m_Jumping = false;
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bool m_Crouching = false;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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EventRelay<EventContext, Events::LockMouse> m_ELockMouse;
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bool OnLockMouse(const Events::LockMouse& e);
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bool OnLockMouse(const Events::LockMouse& e);
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@@ -31,4 +35,93 @@ protected:
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bool OnUnlockMouse(const Events::UnlockMouse& e);
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bool OnUnlockMouse(const Events::UnlockMouse& e);
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};
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};
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template <typename EventContext>
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
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EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::Reset()
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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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m_Jumping = false;
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::LockMouse()
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{
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Events::LockMouse e;
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m_EventBroker->Publish(e);
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m_MouseLocked = true;
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::UnlockMouse()
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{
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Events::UnlockMouse e;
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m_EventBroker->Publish(e);
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m_MouseLocked = false;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputCommand& e)
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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_Rotation.x += -val;
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//m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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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_Rotation.y += -val;
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Command == "Forward") {
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float val = glm::clamp(e.Value, -1.f, 1.f);
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m_Movement.z = -val;
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}
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if (e.Command == "Right") {
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float val = glm::clamp(e.Value, -1.f, 1.f);
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m_Movement.x = val;
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}
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if (glm::length2(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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}
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}
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if (e.Command == "Jump") {
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m_Jumping = e.Value > 0;
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}
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if (e.Command == "Crouch") {
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m_Crouching = e.Value > 0;
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}
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return true;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
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{
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m_MouseLocked = false;
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return true;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
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{
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m_MouseLocked = true;
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return true;
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}
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#endif
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#endif
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@@ -1,87 +1,2 @@
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#include "Input/FirstPersonInputController.h"
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#include "Input/FirstPersonInputController.h"
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template <typename EventContext>
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FirstPersonInputController<EventContext>::FirstPersonInputController(EventBroker* eventBroker, int playerID)
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: InputController(eventBroker)
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, m_PlayerID(playerID)
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{
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EVENT_SUBSCRIBE_MEMBER(m_ELockMouse, &FirstPersonInputController::OnLockMouse);
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EVENT_SUBSCRIBE_MEMBER(m_EUnlockMouse, &FirstPersonInputController::OnUnlockMouse);
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::Reset()
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{
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m_Rotation = glm::vec3(0.f, 0.f, 0.f);
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::LockMouse()
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{
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Events::LockMouse e;
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m_EventBroker->Publish(e);
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m_MouseLocked = true;
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}
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template <typename EventContext>
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void FirstPersonInputController<EventContext>::UnlockMouse()
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{
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Events::UnlockMouse e;
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m_EventBroker->Publish(e);
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m_MouseLocked = false;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnCommand(const Events::InputCommand& e)
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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_Rotation.x += -val;
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m_Rotation.x = glm::clamp(m_Rotation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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//m_Rotation = m_Rotation * glm::angleAxis<float>(-val, glm::vec3(1.f, 0, 0));
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return true;
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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_Rotation.y += -val;
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//m_Rotation = glm::angleAxis<float>(-val, glm::vec3(0, 1.f, 0)) * m_Rotation;
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return true;
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}
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if (e.Command == "Forward" || e.Command == "Right") {
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if (e.Command == "Forward") {
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float val = glm::clamp(e.Value, -1.f, 1.f);
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m_Movement.z = -val;
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return true;
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}
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if (e.Command == "Right") {
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float val = glm::clamp(e.Value, -1.f, 1.f);
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m_Movement.x = val;
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return true;
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}
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if (glm::length2(m_Movement) > 0) {
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m_Movement = glm::normalize(m_Movement);
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}
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}
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return false;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnUnlockMouse(const Events::UnlockMouse& e)
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{
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m_MouseLocked = false;
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return true;
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}
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template <typename EventContext>
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bool FirstPersonInputController<EventContext>::OnLockMouse(const Events::LockMouse& e)
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{
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m_MouseLocked = true;
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return true;
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}
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@@ -28,6 +28,8 @@ void PlayerMovementSystem::Update(double dt)
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if (cameraEntity.Valid()) {
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x += controller->Rotation().x;
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cameraOrientation.x += controller->Rotation().x;
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// Limit camera pitch so we don't break our necks
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cameraOrientation.x = glm::clamp(cameraOrientation.x, -glm::half_pi<float>(), glm::half_pi<float>());
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}
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}
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ComponentWrapper& cTransform = player["Transform"];
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ComponentWrapper& cTransform = player["Transform"];
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@@ -36,6 +38,13 @@ void PlayerMovementSystem::Update(double dt)
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glm::vec3& pos = cTransform["Position"];
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glm::vec3& pos = cTransform["Position"];
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pos += controller->Movement() * glm::inverse(glm::quat(ori)) * (float)player["Player"]["MovementSpeed"] * (float)dt;
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pos += controller->Movement() * glm::inverse(glm::quat(ori)) * (float)player["Player"]["MovementSpeed"] * (float)dt;
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if (player.HasComponent("Physics")) {
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if (controller->Jumping()) {
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glm::vec3& velocity = player["Physics"]["Velocity"];
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velocity.y += 10.f;
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}
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}
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controller->Reset();
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controller->Reset();
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}
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}
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