Vehicle keyboard steering!
Steering: Direction keys Handbrake: Right control
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@@ -53,6 +53,7 @@ void GameWorld::Initialize()
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box->Height = 0.5f;
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box->Height = 0.5f;
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box->Depth = 2.5f;
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box->Depth = 2.5f;
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auto vehicle = AddComponent<Components::Vehicle>(car, "Vehicle");
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auto vehicle = AddComponent<Components::Vehicle>(car, "Vehicle");
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AddComponent<Components::Input>(car, "Input");
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}
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}
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for(int i = 0; i < 50; i++)
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for(int i = 0; i < 50; i++)
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@@ -115,7 +115,16 @@ void Systems::PhysicsSystem::UpdateEntity(double dt, EntityID entity, EntityID p
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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transformComponent->Orientation = glm::quat(orientation(3),orientation(0), orientation(1), orientation(2));
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}
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}
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// HACK: Vehicle test-controls
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auto vehicleComponent = m_World->GetComponent<Components::Vehicle>(entity, "Vehicle");
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auto inputComponent = m_World->GetComponent<Components::Input>(entity, "Input");
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if (vehicleComponent && inputComponent)
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{
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hkpVehicleDriverInputAnalogStatus* deviceStatus = (hkpVehicleDriverInputAnalogStatus*)m_Vehicles[entity]->m_deviceStatus;
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deviceStatus->m_positionY = inputComponent->KeyState[GLFW_KEY_UP] * -1 + inputComponent->KeyState[GLFW_KEY_DOWN] * 1;
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deviceStatus->m_positionX = inputComponent->KeyState[GLFW_KEY_LEFT] * -1 + inputComponent->KeyState[GLFW_KEY_RIGHT] * 1;
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deviceStatus->m_handbrakeButtonPressed = inputComponent->KeyState[GLFW_KEY_RIGHT_CONTROL];
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}
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}
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}
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void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
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void Systems::PhysicsSystem::SetUpPhysicsState(EntityID entity, EntityID parent)
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@@ -11,6 +11,7 @@
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#include "Components/Sphere.h"
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#include "Components/Sphere.h"
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#include "Components/Box.h"
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#include "Components/Box.h"
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#include "Components/Vehicle.h"
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#include "Components/Vehicle.h"
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#include "Components/Input.h"
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// Math and base include
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// Math and base include
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