#include "PlayerSystem.h" #include "World.h" Systems::PlayerSystem::PlayerSystem( World* world ) : System(world) { } 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; float speed = 20.0f; 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); if(input->KeyState[GLFW_KEY_LEFT_SHIFT]) { speed *= 4.0f; } if(input->KeyState[GLFW_KEY_LEFT_ALT]) { speed /= 4.0f; } if(input->KeyState[GLFW_KEY_A] || input->KeyState[GLFW_KEY_LEFT]) { transform->Position -= Camera_Right * (float)dt * speed; } else if(input->KeyState[GLFW_KEY_D] || input->KeyState[GLFW_KEY_RIGHT]) { transform->Position += Camera_Right * (float)dt * speed; } if(input->KeyState[GLFW_KEY_W]) { transform->Position -= Camera_Forward * (float)dt * speed; } if(input->KeyState[GLFW_KEY_S]) { transform->Position += Camera_Forward * (float)dt * speed; } if(input->KeyState[GLFW_KEY_SPACE]) { transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed; } 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(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 } } name = m_World->GetProperty(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); if(input->KeyState[GLFW_KEY_LEFT]) { transform->Position -= Ship_Right * (float)dt * speed; if(Euler.z < 10.f) { transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed,glm::vec3(0,0,1)); } else if(Euler.z < 20.f) { transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/2,glm::vec3(0,0,1)); } else if (Euler.z < 25.f) { transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/4,glm::vec3(0,0,1)); } } else if(input->KeyState[GLFW_KEY_RIGHT]) { transform->Position += Ship_Right * (float)dt * speed; if(Euler.z > -10.f) { transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed,glm::vec3(0,0,-1)); } else if(Euler.z > -20.f) { transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/2,glm::vec3(0,0,-1)); } else if (Euler.z > -25.f) { transform->Orientation = transform->Orientation * glm::angleAxis((float)dt * TurnSpeed/4,glm::vec3(0,0,-1)); } } else { if(Euler.z < 1.5f && Euler.z > -1.5f) transform->Orientation = glm::angleAxis(0,glm::vec3(0,0,1)); else if(Euler.z < 0.f) transform->Orientation = transform->Orientation * glm::angleAxis((float)dt,glm::vec3(0,0,1)); else if(Euler.z > 0.f) transform->Orientation = transform->Orientation * glm::angleAxis((float)dt,glm::vec3(0,0,-1)); } } }