I Can't Believe It's Not Shadows!®
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@@ -3,7 +3,8 @@
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Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
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{
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speed = 20;
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m_PlayerSpeed = 20;
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m_PlayerOriginalBounds = glm::vec3(0);
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}
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void Systems::PlayerSystem::Update(double dt)
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@@ -21,10 +22,10 @@ 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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if (name == "Camera") {
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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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float speed = m_PlayerSpeed;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
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speed *= 4.0f;
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}
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@@ -64,12 +65,15 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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// DO STUFF
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}
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}
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name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "PlayerShip")
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{
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auto bounds = m_World->GetComponent<Components::Bounds>(entity, "Bounds");
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if (bounds && m_PlayerOriginalBounds == glm::vec3(0)) {
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m_PlayerOriginalBounds = bounds->VolumeVector;
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}
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glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
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glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
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@@ -77,7 +81,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
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if(input->KeyState[GLFW_KEY_LEFT]) {
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transform->Position -= Ship_Right * (float)dt * speed;
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transform->Position -= Ship_Right * (float)dt * m_PlayerSpeed;
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if(Euler.z < 10.f)
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{
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@@ -93,7 +97,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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}
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}
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else if(input->KeyState[GLFW_KEY_RIGHT]) {
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transform->Position += Ship_Right * (float)dt * speed;
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transform->Position += Ship_Right * (float)dt * m_PlayerSpeed;
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if(Euler.z > -10.f)
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{
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@@ -117,6 +121,12 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
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else if(Euler.z > 0.f)
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transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
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}
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// Update player bounds based on rotation
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if (bounds) {
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Euler = glm::eulerAngles(transform->Orientation);
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bounds->VolumeVector.x = m_PlayerOriginalBounds.x * glm::cos(glm::radians(Euler.z));
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}
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}
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}
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