Re-introduce camera movement input
This commit is contained in:
@@ -42,7 +42,7 @@ endif()
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.14.zip
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URL https://git.redacted.cc/Redacted/ReWindow/archive/vA0.2.15.zip
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)
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CPMAddPackage(
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@@ -37,10 +37,12 @@ public:
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class glDemoGameApp : public GameApp
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{
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public:
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Engine* engine;
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glDemoGameApp() : GameApp()
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{
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engine = new Engine();
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engine->window = new ReWindow::RWindow();
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engine->world = new World();
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}
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void Init() override
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@@ -10,65 +10,60 @@ void Camera::update()
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std::cout << "Camera:" << std::endl;
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std::cout << "X: " << position.x << " Y: " << position.y << " Z: " << position.z << std::endl;
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std::cout << "Pitch: " << angle.x << " Yaw: " << angle.y << " Roll: " << angle.z << std::endl;
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}
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//I couldn't figure out how to construct a mat4x4 with that data.
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//LinearAlgebra::Matrix4x4 Camera::GetViewMatrix() {
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//GLfloat matrix[16];
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//glGetFloatv(GL_MODELVIEW_MATRIX, matrix);
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//}
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void Camera::modeBinds() {
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//if (engine->window->keyDown(SCANCODE::ZERO)) {
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if (engine->window->isKeyDown(Keys::Zero)) {
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//takingScreenshot = true;
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//engine->debugInfo();
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//}
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engine->debugInfo();
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}
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//if (engine->window->keyDown(SCANCODE::ONE))
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//cameraMode = CameraMode::FREECAM;
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if (engine->window->isKeyDown(Keys::One))
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cameraMode = CameraMode::FREECAM;
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//if (engine->window->keyDown(SCANCODE::TWO))
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//cameraMode = CameraMode::THIRD_PERSON;
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if (engine->window->isKeyDown(Keys::Two))
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cameraMode = CameraMode::THIRD_PERSON;
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//if (engine->window->keyDown(SCANCODE::THREE))
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//cameraMode = CameraMode::SCRIPTED_MOVE;
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if (engine->window->isKeyDown(Keys::Three))
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cameraMode = CameraMode::SCRIPTED_MOVE;
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}
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void Camera::freeCam() {
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//if (engine->window->keyDown(SCANCODE::S)) {
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// hMove(bAngle(), 4);
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//}
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//if (engine->window->keyDown(SCANCODE::W)) {
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// hMove(fAngle(), 4);
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//}
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//if (engine->window->keyDown(SCANCODE::A)) {
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// hMove(lAngle(), 4);
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//}
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//if (engine->window->keyDown(SCANCODE::D)) {
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// hMove(rAngle(), 4);
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//}
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if (engine->window->isKeyDown(Keys::S)) {
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hMove(bAngle(), 4);
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}
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if (engine->window->isKeyDown(Keys::W)) {
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hMove(fAngle(), 4);
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}
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if (engine->window->isKeyDown(Keys::A)) {
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hMove(lAngle(), 4);
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}
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if (engine->window->isKeyDown(Keys::D)) {
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hMove(rAngle(), 4);
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}
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//if (engine->window->keyDown(SCANCODE::SPACE)) {
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// vMove(4);
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//}
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if (engine->window->isKeyDown(Keys::Space))
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{
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vMove(4);
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}
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//if (engine->window->keyDown(SCANCODE::LEFT_SHIFT)) {
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// vMove(-4);
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//}
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if (engine->window->isKeyDown(Keys::LShift)) {
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vMove(-4);
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}
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//if (engine->window->keyDown(SCANCODE::LEFT)) {
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// this->angle.y -=75.0f*engine->frameDelta;
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//}
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//if (engine->window->keyDown(SCANCODE::RIGHT)) {
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// this->angle.y +=75.0f*engine->frameDelta;
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//}
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//if (engine->window->keyDown(SCANCODE::UP)) {
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// this->angle.x -=75.0f*engine->frameDelta;
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//}
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//if (engine->window->keyDown(SCANCODE::DOWN)) {
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// this->angle.x +=75.0f*engine->frameDelta;
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//}
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if (engine->window->isKeyDown(Keys::LeftArrow)) {
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this->angle.y -=75.0f*engine->frameDelta;
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}
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if (engine->window->isKeyDown(Keys::RightArrow)) {
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this->angle.y +=75.0f*engine->frameDelta;
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}
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if (engine->window->isKeyDown(Keys::UpArrow)) {
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this->angle.x -=75.0f*engine->frameDelta;
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}
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if (engine->window->isKeyDown(Keys::DownArrow)) {
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this->angle.x +=75.0f*engine->frameDelta;
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}
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}
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void Camera::thirdPerson() {
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Player* player;
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@@ -182,8 +182,6 @@ void Entity::render() {
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glPopMatrix();
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}
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if (engine->world->getGlobalFogMode() != NULL)
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glEnable(GL_FOG);
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