Click-to-camera!
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@@ -23,7 +23,7 @@ void main()
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{
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{
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gl_Position = MVP * vec4(Input[i].Position, 1.0);
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gl_Position = MVP * vec4(Input[i].Position, 1.0);
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EmitVertex();
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EmitVertex();
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gl_Position = MVP * vec4(Input[i].Position, 1.0) + MVP * vec4(Input[i].Normal, 0.0);
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gl_Position = MVP * vec4(Input[i].Position + Input[i].Normal, 1.0);
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EmitVertex();
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EmitVertex();
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EndPrimitive();
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EndPrimitive();
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@@ -21,9 +21,22 @@ void Systems::InputSystem::Update(double dt)
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glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
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glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
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m_CurrentMouseDeltaX = xpos - m_LastMouseX;
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m_CurrentMouseDeltaX = xpos - m_LastMouseX;
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m_CurrentMouseDeltaY = ypos - m_LastMouseY;
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m_CurrentMouseDeltaY = ypos - m_LastMouseY;
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m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
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m_LastMouseX = xpos;
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m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
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m_LastMouseY = ypos;
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glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
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// Lock mouse while holding LMB
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if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
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m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
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glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
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}
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// Hide/show cursor with LMB
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if (m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && !m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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}
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if (!m_CurrentMouseState[GLFW_MOUSE_BUTTON_LEFT] && m_LastMouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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glfwSetInputMode(m_Renderer->GetWindow(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
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}
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#ifdef DEBUG
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#ifdef DEBUG
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// Wireframe
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// Wireframe
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@@ -19,41 +19,44 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera") {
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if (name == "Camera") {
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if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
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float speed = 8.0f;
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glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 2.0f;
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}
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if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
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speed /= 2.0f;
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}
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if(input->KeyState[GLFW_KEY_A]) {
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transform->Position -= Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_D]) {
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transform->Position += Camera_Right * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_W]) {
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transform->Position -= Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_S]) {
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transform->Position += Camera_Forward * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_SPACE]) {
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transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
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transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
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}
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
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float speed = 4.0f;
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT] == GLFW_PRESS)
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//---------------------------------------------------------------------
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{
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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speed = 1.0f;
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}
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}
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if(input->KeyState[GLFW_KEY_A] == GLFW_PRESS)
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{
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transform->Position -= Camera_Right * (float)dt*2.f * speed;
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}
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if(input->KeyState[GLFW_KEY_D] == GLFW_PRESS)
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{
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transform->Position += Camera_Right * (float)dt*2.f * speed;
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}
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if(input->KeyState[GLFW_KEY_W] == GLFW_PRESS)
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{
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transform->Position -= Camera_Forward * (float)dt*2.f * speed;
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}
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if(input->KeyState[GLFW_KEY_S] == GLFW_PRESS)
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{
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transform->Position += Camera_Forward * (float)dt*2.f * speed;
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}
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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//---------------------------------------------------------------------
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transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX/300.f,glm::vec3(0,1,0));
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//---------------------------------------------------------------------
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// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
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}
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}
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}
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}
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