Vehicle keyboard steering!

Steering: Direction keys
Handbrake: Right control
This commit is contained in:
2014-04-22 01:46:29 +02:00
parent 4e5038a163
commit d2f3adb07e
3 changed files with 12 additions and 1 deletions
+1
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@@ -53,6 +53,7 @@ void GameWorld::Initialize()
box->Height = 0.5f;
box->Depth = 2.5f;
auto vehicle = AddComponent<Components::Vehicle>(car, "Vehicle");
AddComponent<Components::Input>(car, "Input");
}
for(int i = 0; i < 50; i++)
+10 -1
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@@ -115,7 +115,16 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
}
// HACK: Vehicle test-controls
auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
if (vehicleComponent && inputComponent)
{
hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
}
}
void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
+1
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@@ -11,6 +11,7 @@
#include "Components/Sphere.h"
#include "Components/Box.h"
#include "Components/Vehicle.h"
#include "Components/Input.h"
// Math and base include