Indentation style changed to Allman

Using Artistic Style (http://astyle.sourceforge.net/)
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--style=allman
--indent=tab
--keep-one-line-blocks
--align-pointer=type
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This commit is contained in:
2014-04-11 20:56:19 +02:00
parent 34bcfbce08
commit 4c081d0e1c
56 changed files with 599 additions and 438 deletions
+20 -10
View File
@@ -16,39 +16,49 @@ void Systems::FreeSteeringSystem::UpdateEntity(double dt, EntityID entity, Entit
{
auto steering = m_World->GetComponent<Components::FreeSteering>(entity, "FreeSteering");
auto input = m_World->GetComponent<Components::Input>(entity, "Input");
if (steering && input) {
if (steering && input)
{
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]) {
if (input->KeyState[GLFW_KEY_LEFT_SHIFT])
{
speed *= 4.0f;
}
if (input->KeyState[GLFW_KEY_LEFT_ALT]) {
if (input->KeyState[GLFW_KEY_LEFT_ALT])
{
speed /= 4.0f;
}
if (input->KeyState[GLFW_KEY_A]) {
if (input->KeyState[GLFW_KEY_A])
{
transform->Position -= Camera_Right * (float)dt * speed;
}
else if (input->KeyState[GLFW_KEY_D]) {
else if (input->KeyState[GLFW_KEY_D])
{
transform->Position += Camera_Right * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_W]) {
if (input->KeyState[GLFW_KEY_W])
{
transform->Position -= Camera_Forward * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_S]) {
if (input->KeyState[GLFW_KEY_S])
{
transform->Position += Camera_Forward * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_SPACE]) {
if (input->KeyState[GLFW_KEY_SPACE])
{
transform->Position += glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_LEFT_CONTROL]) {
if (input->KeyState[GLFW_KEY_LEFT_CONTROL])
{
transform->Position -= glm::vec3(0, 1, 0) * (float)dt * speed;
}
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT]) {
if (input->MouseState[GLFW_MOUSE_BUTTON_LEFT])
{
// 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;