WIP Camera Control

This commit is contained in:
Tobias Dahl
2014-03-10 01:51:00 +01:00
parent da62ed5ac6
commit cb16ecb5d6
5 changed files with 93 additions and 6 deletions
+6 -5
View File
@@ -56,7 +56,7 @@ void GameWorld::Initialize()
AddSystem("InputSystem");
//AddSystem("CollisionSystem");
//AddSystem("ParticleSystem");
//AddSystem("PlayerSystem");
AddSystem("PlayerSystem");
//AddSystem("SoundSystem");
AddSystem("RenderSystem");
@@ -72,14 +72,15 @@ void GameWorld::Initialize()
model->ModelFile = "ship.obj";
ent = CreateEntity();
SetProperty(ent, "Name", "Camera");
SetProperty(ent, "Name", std::string("Camera"));
transform = AddComponent<Components::Transform>(ent, "Transform");
transform->Position = glm::vec3(0.f, 0.f, 10.f);
AddComponent<Components::Input>(ent, "Input");
transform->Position = glm::vec3(0.f, 2.f, 10.f);
camera = AddComponent<Components::Camera>(ent, "Camera");
camera->FOV = 45.f;
camera->FarClip = 1000.f;
camera->NearClip = 0.01f;
transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
}
void GameWorld::RegisterSystems()
@@ -88,7 +89,7 @@ void GameWorld::RegisterSystems()
m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
//m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}
+52
View File
@@ -0,0 +1,52 @@
#include "PlayerSystem.h"
#include "World.h"
void Systems::PlayerSystem::Update(double dt)
{
}
void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transform == nullptr)
return;
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
if (input == nullptr)
return;
auto name = m_World->GetProperty<std::string>(entity, "Name");
if (name == "Camera") {
glm::vec3 Camera_Right = glm::rotate(transform->Orientation, glm::vec3(1, 0, 0));
glm::vec3 Camera_Forward = glm::rotate(transform->Orientation, glm::vec3(0, 0, 1));
float speed = 4.0f;
if(input->KeyState[GLFW_KEY_LEFT_SHIFT] == GLFW_PRESS)
{
speed = 1.0f;
}
if(input->KeyState[GLFW_KEY_A] == GLFW_PRESS)
{
transform->Position -= Camera_Right * (float)dt*2.f * speed;
}
if(input->KeyState[GLFW_KEY_D] == GLFW_PRESS)
{
transform->Position += Camera_Right * (float)dt*2.f * speed;
}
if(input->KeyState[GLFW_KEY_W] == GLFW_PRESS)
{
transform->Position -= Camera_Forward * (float)dt*2.f * speed;
}
if(input->KeyState[GLFW_KEY_S] == GLFW_PRESS)
{
transform->Position += Camera_Forward * (float)dt*2.f * speed;
}
transform->Orientation = transform->Orientation * glm::angleAxis<float>(-(input->dX/300.f),glm::vec3(0,1,0));
transform->Orientation = transform->Orientation * glm::angleAxis<float>(-(input->dY/300.f),glm::vec3(1,0,0));
}
}
+30
View File
@@ -0,0 +1,30 @@
#ifndef PlayerSystem_h__
#define PlayerSystem_h__
#include <array>
#include "System.h"
#include "Renderer.h"
#include "Components/Transform.h"
#include "Components/Input.h"
#include "logging.h"
namespace Systems
{
class PlayerSystem : public System
{
public:
PlayerSystem(World* world)
: System(world) { }
void Update(double dt) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
};
}
#endif // InputSystem_h__
-1
View File
@@ -28,7 +28,6 @@ void Systems::SoundSystem::UpdateEntity(double dt, EntityID entity, EntityID par
if(soundEmitter == nullptr)
return;
}
void Systems::SoundSystem::PlaySound(std::shared_ptr<Components::SoundEmitter> emitter, std::string fileName)
+5
View File
@@ -42,6 +42,11 @@ public:
template <class T>
T GetProperty(EntityID entity, std::string property)
{
if(m_EntityProperties.find(entity) == m_EntityProperties.end())
return T();
if(m_EntityProperties[entity].find(property) == m_EntityProperties[entity].end())
return T();
return boost::any_cast<T>(m_EntityProperties[entity][property]);
}