Revert "Indentation style changed to Horstmann"

This reverts commit f2259f712d.

Conflicts:

	src/GameWorld.cpp
	src/Systems/PhysicsSystem.cpp
This commit is contained in:
2014-04-12 01:48:15 +02:00
parent d7e65ff118
commit 3470a80f40
61 changed files with 697 additions and 354 deletions
+22 -11
View File
@@ -13,42 +13,53 @@ void Systems::FreeSteeringSystem::Update(double dt)
}
void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
{ auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
{
auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
if (steering && input)
{ auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
{
auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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 = steering->Speed;
if (input->KeyState[GLFW_KEY_LEFT_SHIFT])
{ speed *= 4.0f;
{
speed *= 4.0f;
}
if (input->KeyState[GLFW_KEY_LEFT_ALT])
{ speed /= 4.0f;
{
speed /= 4.0f;
}
if (input->KeyState[GLFW_KEY_A])
{ transform->Position -= Camera_Right * (float)dt * speed;
{
transform->Position -= Camera_Right * (float)dt * speed;
}
else if (input->KeyState[GLFW_KEY_D])
{ transform->Position += Camera_Right * (float)dt * speed;
{
transform->Position += Camera_Right * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_W])
{ transform->Position -= Camera_Forward * (float)dt * speed;
{
transform->Position -= Camera_Forward * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_S])
{ transform->Position += Camera_Forward * (float)dt * speed;
{
transform->Position += Camera_Forward * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_SPACE])
{ transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
{
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;
{
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT])
{ // TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // spelling tobias :3
{
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS // spelling tobias :3
//---------------------------------------------------------------------
transform->Orientation = glm::angleAxis<float>(input->dY / 300.f, glm::vec3(1, 0, 0)) * transform->Orientation;