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Quaternion camera
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const vec3 Camera::axisV = {0.f, 1.f, 0.f}; | |
const vec3 Camera::axisF = {0.f, 0.f, 1.f}; | |
mat4 Camera::getView(const vec3& pos, const quat& rot) const | |
{ | |
vec3 up = rot * axisV; | |
vec3 forward = rot * axisF; | |
return glm::lookAt(pos, pos + forward, up); | |
} |
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void PlayerControl::update(EntityManager& es, EventManager& evm, f32 dt) | |
{ | |
vec3 dir {}; | |
f32 mul = 1.0f; | |
if(keys[GLFW_KEY_W]) dir += vec3(0,0,1); | |
if(keys[GLFW_KEY_S]) dir += vec3(0,0,-1); | |
if(keys[GLFW_KEY_D]) dir += vec3(-1,0,0); | |
if(keys[GLFW_KEY_A]) dir += vec3(1,0,0); | |
if(keys[GLFW_KEY_C]) dir += vec3(0,-1,0); | |
if(keys[GLFW_KEY_SPACE]) dir += vec3(0,1,0); | |
if(mod & GLFW_MOD_SHIFT) mul *= 2.0; | |
vec3 rot {}; | |
if(keys[GLFW_KEY_UP]) rot.x += -1; | |
if(keys[GLFW_KEY_DOWN]) rot.x += 1; | |
if(keys[GLFW_KEY_LEFT]) rot.y += 1; | |
if(keys[GLFW_KEY_RIGHT]) rot.y += -1; | |
if(keys[GLFW_KEY_DELETE]) rot.z += -1; | |
if(keys[GLFW_KEY_PAGE_DOWN]) rot.z += 1; | |
ComponentHandle<Controllable> ctrl; | |
ComponentHandle<Position> pos; | |
ComponentHandle<Motion> mov; | |
for(const Entity& e: es.entities_with_components(ctrl, pos)) | |
{ | |
quat rota {}; | |
rota *= glm::angleAxis(glm::radians(rot.x), glm::vec3(1,0,0)); | |
rota *= glm::angleAxis(glm::radians(rot.y), glm::vec3(0,1,0)); | |
rota *= glm::angleAxis(glm::radians(rot.z), glm::vec3(0,0,1)); | |
pos->dir *= rota; | |
} | |
for(const Entity& e: es.entities_with_components(ctrl, pos, mov)) | |
{ | |
mov->v = pos->dir * dir * mul; | |
} | |
} |
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