Re-introduce camera movement input

This commit is contained in:
2024-02-21 20:26:42 -05:00
parent 8efa271b95
commit e03c056090
4 changed files with 45 additions and 50 deletions

View File

@@ -42,7 +42,7 @@ endif()
CPMAddPackage(
NAME ReWindow
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.14.zip
URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.15.zip
)
CPMAddPackage(

View File

@@ -37,10 +37,12 @@ public:
class glDemoGameApp : public GameApp
{
public:
Engine* engine;
glDemoGameApp() : GameApp()
{
engine = new Engine();
engine->window = new ReWindow::RWindow();
engine->world = new World();
}
void Init() override

View File

@@ -10,65 +10,60 @@ void Camera::update()
std::cout << "Camera:" << std::endl;
std::cout << "X: " << position.x << " Y: " << position.y << " Z: " << position.z << std::endl;
std::cout << "Pitch: " << angle.x << " Yaw: " << angle.y << " Roll: " << angle.z << std::endl;
}
//I couldn't figure out how to construct a mat4x4 with that data.
//LinearAlgebra::Matrix4x4 Camera::GetViewMatrix() {
//GLfloat matrix[16];
//glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
//}
void Camera::modeBinds() {
//if (engine->window->keyDown(SCANCODE::ZERO)) {
if (engine->window->isKeyDown(Keys::Zero)) {
//takingScreenshot = true;
//engine->debugInfo();
//}
engine->debugInfo();
}
//if (engine->window->keyDown(SCANCODE::ONE))
//cameraMode = CameraMode::FREECAM;
if (engine->window->isKeyDown(Keys::One))
cameraMode = CameraMode::FREECAM;
//if (engine->window->keyDown(SCANCODE::TWO))
//cameraMode = CameraMode::THIRD_PERSON;
if (engine->window->isKeyDown(Keys::Two))
cameraMode = CameraMode::THIRD_PERSON;
//if (engine->window->keyDown(SCANCODE::THREE))
//cameraMode = CameraMode::SCRIPTED_MOVE;
if (engine->window->isKeyDown(Keys::Three))
cameraMode = CameraMode::SCRIPTED_MOVE;
}
void Camera::freeCam() {
//if (engine->window->keyDown(SCANCODE::S)) {
// hMove(bAngle(), 4);
//}
//if (engine->window->keyDown(SCANCODE::W)) {
// hMove(fAngle(), 4);
//}
//if (engine->window->keyDown(SCANCODE::A)) {
// hMove(lAngle(), 4);
//}
//if (engine->window->keyDown(SCANCODE::D)) {
// hMove(rAngle(), 4);
//}
if (engine->window->isKeyDown(Keys::S)) {
hMove(bAngle(), 4);
}
if (engine->window->isKeyDown(Keys::W)) {
hMove(fAngle(), 4);
}
if (engine->window->isKeyDown(Keys::A)) {
hMove(lAngle(), 4);
}
if (engine->window->isKeyDown(Keys::D)) {
hMove(rAngle(), 4);
}
//if (engine->window->keyDown(SCANCODE::SPACE)) {
// vMove(4);
//}
if (engine->window->isKeyDown(Keys::Space))
{
vMove(4);
}
//if (engine->window->keyDown(SCANCODE::LEFT_SHIFT)) {
// vMove(-4);
//}
if (engine->window->isKeyDown(Keys::LShift)) {
vMove(-4);
}
//if (engine->window->keyDown(SCANCODE::LEFT)) {
// this->angle.y -=75.0f*engine->frameDelta;
//}
//if (engine->window->keyDown(SCANCODE::RIGHT)) {
// this->angle.y +=75.0f*engine->frameDelta;
//}
//if (engine->window->keyDown(SCANCODE::UP)) {
// this->angle.x -=75.0f*engine->frameDelta;
//}
//if (engine->window->keyDown(SCANCODE::DOWN)) {
// this->angle.x +=75.0f*engine->frameDelta;
//}
if (engine->window->isKeyDown(Keys::LeftArrow)) {
this->angle.y -=75.0f*engine->frameDelta;
}
if (engine->window->isKeyDown(Keys::RightArrow)) {
this->angle.y +=75.0f*engine->frameDelta;
}
if (engine->window->isKeyDown(Keys::UpArrow)) {
this->angle.x -=75.0f*engine->frameDelta;
}
if (engine->window->isKeyDown(Keys::DownArrow)) {
this->angle.x +=75.0f*engine->frameDelta;
}
}
void Camera::thirdPerson() {
Player* player;

View File

@@ -182,8 +182,6 @@ void Entity::render() {
glPopMatrix();
}
if (engine->world->getGlobalFogMode() != NULL)
glEnable(GL_FOG);