#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(entity, "Transform"); if (transform == nullptr) return; auto input = m_World->GetComponent(entity, "Input"); if (input == nullptr) return; auto name = m_World->GetProperty(entity, "Name"); if (name == "Camera") { 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 = 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; } // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS //--------------------------------------------------------------------- transform->Orientation = glm::angleAxis(input->dY/300.f,glm::vec3(1,0,0)) * transform->Orientation; transform->Orientation = transform->Orientation * glm::angleAxis(input->dX/300.f,glm::vec3(0,1,0)); //--------------------------------------------------------------------- // TOUCHING THIS CODE MIGHT COUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS } }