Files
fishtanks/src/Systems/FreeSteeringSystem.cpp
T

72 lines
2.2 KiB
C++
Executable File

#include "PrecompiledHeader.h"
#include "FreeSteeringSystem.h"
#include "World.h"
void Systems::FreeSteeringSystem::RegisterComponents(ComponentFactory* cf)
{
cf->Register("FreeSteering", []() { return new Components::FreeSteering(); });
}
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 input = m_World->GetComponent<Components::Input>(entity, "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])
{
speed *= 4.0f;
}
if (input->KeyState[GLFW_KEY_LEFT_ALT])
{
speed /= 4.0f;
}
if (input->KeyState[GLFW_KEY_A])
{
transform->Position -= Camera_Right * (float)dt * speed;
}
else if (input->KeyState[GLFW_KEY_D])
{
transform->Position += Camera_Right * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_W])
{
transform->Position -= Camera_Forward * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_S])
{
transform->Position += Camera_Forward * (float)dt * speed;
}
if (input->KeyState[GLFW_KEY_SPACE])
{
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;
}
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;
transform->Orientation = transform->Orientation * glm::angleAxis<float>(input->dX / 300.f, glm::vec3(0, 1, 0));
//---------------------------------------------------------------------
// TOUCHING THIS CODE MIGHT CAUSE THE UNIVERSE TO IMPLODE, ALSO DRAGONS
}
}
}