Move free cam camera controlls into it's own class
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69
openVulkanoCpp/Controller/FreeCamCameraController.cpp
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69
openVulkanoCpp/Controller/FreeCamCameraController.cpp
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/*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at https://mozilla.org/MPL/2.0/.
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*/
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#include "FreeCamCameraController.hpp"
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#include "Base/FrameMetadata.hpp"
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#include "Scene/Camera.hpp"
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#include "Input/InputManager.hpp"
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#include "Input/InputKey.hpp"
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namespace openVulkanoCpp
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{
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FreeCamCameraController::FreeCamCameraController(Scene::Camera* camera) : m_camera(camera)
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{
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auto input = Input::InputManager::GetInstance();
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m_actionForward = input->GetAction("forward");
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m_actionSide = input->GetAction("side");
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m_actionUp = input->GetAction("up");
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m_actionLookUp = input->GetAction("look up");
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m_actionLookSide = input->GetAction("look side");
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m_actionBoost = input->GetAction("boost");
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}
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void FreeCamCameraController::Tick()
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{
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auto input = Input::InputManager::GetInstance();
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Math::Vector3f_SIMD vec(input->GetAxis(m_actionSide), input->GetAxis(m_actionUp), -input->GetAxis(m_actionForward));
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if(Math::Utils::length2(vec) > 1.0f)
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{
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vec = Math::Utils::normalize(vec);
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}
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float timeScale = CURRENT_FRAME.frameTime; //TODO
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vec = vec * timeScale * 3.0f; // scale vector
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if (input->GetButton(m_actionBoost))
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{
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vec *= m_boostFactor;
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}
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m_yaw -= input->GetAxis(m_actionLookSide) * timeScale / 2.0;
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m_pitch -= input->GetAxis(m_actionLookUp) * timeScale / 2.0;
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m_pitch = std::min(1.4f, std::max(-1.4f, m_pitch));
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const Math::QuaternionF rot(Math::Vector3f(m_pitch, m_yaw, 0));
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m_position += rot * vec;
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Math::Matrix4f camTransformation = Math::Utils::toMat4(rot);
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camTransformation[3] = Math::Vector4f(m_position, 1);
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m_camera->SetMatrix(camTransformation);
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}
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void FreeCamCameraController::SetDefaultKeybindings()
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{
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m_actionForward->BindKey(Input::InputKey::Controller::AXIS_LEFT_Y);
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m_actionForward->BindAxisButtons(Input::InputKey::Keyboard::KEY_W, Input::InputKey::Keyboard::KEY_S);
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m_actionSide->BindKey(Input::InputKey::Controller::AXIS_LEFT_X);
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m_actionSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_D, Input::InputKey::Keyboard::KEY_A);
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m_actionLookUp->BindKey(Input::InputKey::Controller::AXIS_RIGHT_Y);
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m_actionLookSide->BindKey(Input::InputKey::Controller::AXIS_RIGHT_X);
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m_actionLookUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_DOWN, Input::InputKey::Keyboard::KEY_UP);
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m_actionLookSide->BindAxisButtons(Input::InputKey::Keyboard::KEY_RIGHT, Input::InputKey::Keyboard::KEY_LEFT);
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m_actionLookUp->BindKey(Input::InputKey::Mouse::AXIS_Y);
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m_actionLookSide->BindKey(Input::InputKey::Mouse::AXIS_X);
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m_actionUp->BindAxisButtons(Input::InputKey::Keyboard::KEY_SPACE, Input::InputKey::Keyboard::KEY_LEFT_CONTROL);
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m_actionBoost->BindKey(Input::InputKey::Keyboard::KEY_LEFT_SHIFT);
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}
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}
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