Basic movement and camera management between players and editor
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@@ -1,5 +1,45 @@
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#include "Systems/PlayerMovementSystem.h"
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PlayerMovementSystem::PlayerMovementSystem(World* world, EventBroker* eventBroker)
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: System(world, eventBroker)
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, PureSystem("Player")
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{
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EVENT_SUBSCRIBE_MEMBER(m_EPlayerSpawned, &PlayerMovementSystem::OnPlayerSpawned);
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}
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PlayerMovementSystem::~PlayerMovementSystem()
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{
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for (auto& kv : m_PlayerInputControllers) {
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delete kv.second;
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}
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}
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void PlayerMovementSystem::Update(double dt)
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{
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for (auto& kv : m_PlayerInputControllers) {
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EntityWrapper player = kv.first;
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auto& controller = kv.second;
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if (!player.Valid()) {
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continue;
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}
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EntityWrapper cameraEntity = player.FirstChildByName("Camera");
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if (cameraEntity.Valid()) {
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glm::vec3& cameraOrientation = cameraEntity["Transform"]["Orientation"];
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cameraOrientation.x = controller->Orientation().x;
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}
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ComponentWrapper& cTransform = player["Transform"];
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glm::vec3& ori = cTransform["Orientation"];
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ori.y = controller->Orientation().y;
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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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}
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}
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void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& component, double dt)
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{
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ComponentWrapper& cTransform = entity["Transform"];
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@@ -10,9 +50,17 @@ void PlayerMovementSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapp
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glm::vec3& velocity = cPhysics["Velocity"];
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if (cPhysics["Gravity"]) {
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velocity.y -= 9.82 * dt;
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velocity.y -= 9.82f * (float)dt;
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}
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glm::vec3& position = cTransform["Position"];
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position += velocity * (float)dt;
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}
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}
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bool PlayerMovementSystem::OnPlayerSpawned(Events::PlayerSpawned& e)
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{
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// When a player spawns, create an input controller for them
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m_PlayerInputControllers[e.Player] = new FirstPersonInputController<PlayerMovementSystem>(m_EventBroker, e.PlayerID);
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return true;
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}
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