Basic movement and camera management between players and editor
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@@ -1,84 +0,0 @@
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#ifndef DebugCameraInputController_h__
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#define DebugCameraInputController_h__
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#include <imgui/imgui.h>
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#include "../Input/FirstPersonInputController.h"
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#include "../Core/EMousePress.h"
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#include "../Core/EMouseRelease.h"
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template <typename EventContext>
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class DebugCameraInputController : public FirstPersonInputController<EventContext>
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{
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public:
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DebugCameraInputController(EventBroker* eventBroker, unsigned int playerID)
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: FirstPersonInputController(eventBroker, playerID)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EMousePress, &DebugCameraInputController::OnMousePress);
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EVENT_SUBSCRIBE_MEMBER(m_EMouseRelease, &DebugCameraInputController::OnMouseRelease);
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}
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void SetPosition(const glm::vec3 position) { m_Position = position; }
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void SetOrientation(const glm::quat orientation) { m_Orientation = orientation; }
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const glm::vec3 Position() const { return m_Position; }
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void SetBaseSpeed(float speed) { m_BaseSpeed = speed; }
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virtual bool OnCommand(const Events::InputCommand& e) override
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{
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ImGuiIO& io = ImGui::GetIO();
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if (!io.WantCaptureKeyboard) {
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if (e.Command == "Right") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.x = value;
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}
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if (e.Command == "Forward") {
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float value = std::max(-1.f, std::min(e.Value, 1.f));
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m_Velocity.z = -value;
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}
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if (e.Command == "Sprint") {
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if (e.Value > 0.f) {
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m_Speed = m_BaseSpeed * 2.f * (e.Value);
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} else {
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m_Speed = m_BaseSpeed;
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}
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}
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}
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return FirstPersonInputController::OnCommand(e);
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}
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void Update(double dt)
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{
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if (glm::length2(m_Velocity) > 0) {
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m_Position += m_Orientation * (glm::normalize(m_Velocity) * m_Speed * (float)dt);
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}
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}
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protected:
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glm::vec3 m_Position = glm::vec3(0, 0, 0);
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glm::vec3 m_Velocity = glm::vec3(0, 0, 0);
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float m_BaseSpeed = 2.0f;
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float m_Speed = m_BaseSpeed;
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EventRelay<EventContext, Events::MousePress> m_EMousePress;
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bool OnMousePress(const Events::MousePress& e)
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{
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if (e.Button == GLFW_MOUSE_BUTTON_2) {
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ImGuiIO& io = ImGui::GetIO();
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if (!io.WantCaptureMouse) {
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LockMouse();
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}
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}
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return true;
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}
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EventRelay<EventContext, Events::MouseRelease> m_EMouseRelease;
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bool OnMouseRelease(const Events::MouseRelease& e)
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{
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if (e.Button == GLFW_MOUSE_BUTTON_2) {
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UnlockMouse();
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}
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return true;
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}
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};
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#endif
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@@ -15,7 +15,6 @@
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#include "Renderer.h"
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#include "PointLightJob.h"
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#include "../Core/Transform.h"
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#include "DebugCameraInputController.h"
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class RenderSystem : public ImpureSystem
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{
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