Ship is movable

This commit is contained in:
Tobias Dahl
2014-03-13 00:54:49 +01:00
parent fef9c1f751
commit 9dd1733689
3 changed files with 56 additions and 10 deletions
+2
View File
@@ -85,10 +85,12 @@ void GameWorld::Initialize()
// Player
ent = CreateEntity();
SetProperty(ent, "Name", std::string("PlayerShip"));
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 0.f);
model = AddComponent<Components::Model>(ent, "Model");
model->ModelFile = "ship.obj";
AddComponent<Components::Input>(ent, "Input");
ent = CreateEntity();
transform = AddComponent<Components::Transform>(ent, "Transform");
+52 -7
View File
@@ -1,6 +1,10 @@
#include "PlayerSystem.h"
#include "World.h"
Systems::PlayerSystem::PlayerSystem( World* world ) : System(world)
{
}
void Systems::PlayerSystem::Update(double dt)
@@ -17,23 +21,25 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if (input == nullptr)
return;
float speed = 10.0f;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
glm::vec3 Camera_Right = glm::vec3(glm::vec4(1, 0, 0, 0) * transform->Orientation);
glm::vec3 Camera_Forward = glm::vec3(glm::vec4(0, 0, 1, 0) * transform->Orientation);
float speed = 8.0f;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) {
speed *= 2.0f;
speed *= 4.0f;
}
if(input->KeyState[GLFW_KEY_LEFT_ALT]) {
speed /= 2.0f;
speed /= 4.0f;
}
if(input->KeyState[GLFW_KEY_A]) {
if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Camera_Right * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_D]) {
if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Camera_Right * (float)dt * speed;
}
if(input->KeyState[GLFW_KEY_W]) {
@@ -48,7 +54,7 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
if(input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
//---------------------------------------------------------------------
transform->Orientation = glm::angleAxis<float>(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation;
@@ -57,6 +63,45 @@ void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID pa
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
}
name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "PlayerShip")
{
glm::vec3 Ship_Right = glm::vec3(glm::vec4(1, 0, 0, 0));
glm::vec3 Ship_Forward = glm::vec3(glm::vec4(0, 0, 1, 0));
float TurnSpeed = 2.0f;
glm::vec3 Euler = glm::eulerAngles(transform->Orientation);
LOG_DEBUG("Euler: %f", Euler.z);
if(input->KeyState[GLFW_KEY_LEFT]) {
transform->Position -= Ship_Right * (float)dt * speed;
if(Euler.z < 25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,1));
}
}
else if(input->KeyState[GLFW_KEY_RIGHT]) {
transform->Position += Ship_Right * (float)dt * speed;
if(Euler.z > -25.f)
{
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt * TurnSpeed,glm::vec3(0,0,-1));
}
}
else
{
if(Euler.z < 0.5f && Euler.z > -0.5f)
transform->Orientation = glm::angleAxis<float>(0,glm::vec3(0,0,1));
else if(Euler.z < 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,1));
else if(Euler.z > 0.f)
transform->Orientation = transform->Orientation * glm::angleAxis<float>((float)dt,glm::vec3(0,0,-1));
}
}
}
+1 -2
View File
@@ -14,8 +14,7 @@ namespace Systems
class PlayerSystem : public System
{
public:
PlayerSystem(World* world)
: System(world) { }
PlayerSystem(World* world);
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;