#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::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(-(input->dX/300.f),glm::vec3(0,1,0)); transform->Orientation = transform->Orientation * glm::angleAxis(-(input->dY/300.f),glm::vec3(1,0,0)); } }