Move free cam camera controlls into it's own class
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@@ -11,6 +11,8 @@
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#include "Input/InputManager.hpp"
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#include "Host/GraphicsAppManager.hpp"
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#include "Math/Math.hpp"
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#include "Base/EngineConfiguration.hpp"
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#include "Controller/FreeCamCameraController.hpp"
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#pragma clang diagnostic push
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#pragma ide diagnostic ignored "cert-msc50-cpp"
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@@ -26,6 +28,7 @@ class CubesExampleAppImpl final : public CubesExampleApp
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{
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Scene scene;
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PerspectiveCamera cam;
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openVulkanoCpp::FreeCamCameraController camController;
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Material mat;
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Shader shader;
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std::vector<Drawable> drawablesPool;
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@@ -46,6 +49,10 @@ public:
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void Init() override
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{
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auto engineConfig = openVulkanoCpp::EngineConfiguration::GetEngineConfiguration();
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engineConfig->SetNumThreads(4);
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engineConfig->SetPreferFramebufferFormatSRGB(false);
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std::srand(1); // Fix seed for random numbers
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scene.Init();
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cam.Init(70, 16, 9, 0.1f, 100);
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@@ -75,22 +82,8 @@ public:
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GetGraphicsAppManager()->GetRenderer()->SetScene(&scene);
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auto input = InputManager::GetInstance();
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actionForward = input->GetAction("forward");
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actionSide = input->GetAction("side");
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actionLookUp = input->GetAction("look up");
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actionLookSide = input->GetAction("look side");
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actionForward->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_Y));
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actionForward->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_S), InputKey(InputKey::Keyboard::KEY_W));
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actionSide->BindKey(InputKey(InputKey::Controller::AXIS_LEFT_X));
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actionSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_D), InputKey(InputKey::Keyboard::KEY_A));
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actionLookUp->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_Y));
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actionLookSide->BindKey(InputKey(InputKey::Controller::AXIS_RIGHT_X));
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actionLookUp->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_DOWN), InputKey(InputKey::Keyboard::KEY_UP));
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actionLookSide->BindAxisButtons(InputKey(InputKey::Keyboard::KEY_RIGHT), InputKey(InputKey::Keyboard::KEY_LEFT));
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actionLookUp->BindKey(InputKey(InputKey::Mouse::AXIS_Y));
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actionLookSide->BindKey(InputKey(InputKey::Mouse::AXIS_X));
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camController.Init(&cam);
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camController.SetDefaultKeybindings();
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}
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void Tick() override
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@@ -100,26 +93,7 @@ public:
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nodesPool[i].SetMatrix(glm::translate(glm::mat4x4(1), glm::vec3((std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5, (std::rand() % 10000) / 1000.0f - 5)));
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}
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auto input = InputManager::GetInstance();
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Vector3f_SIMD vec(input->GetAxis(actionSide), 0, -input->GetAxis(actionForward));
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if(Utils::length2(vec) > 1.0f)
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{
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vec = Utils::normalize(vec);
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}
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float tiemScale = 0.004f;
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vec = vec * tiemScale; // scale vector
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yaw += input->GetAxis(actionLookSide) * tiemScale * 0.5f;
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pitch += input->GetAxis(actionLookUp) * tiemScale * 0.5f;
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QuaternionF rot(Vector3f(pitch, yaw, 0));
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Matrix4f rotMat = Utils::toMat4(rot);
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vec = Vector3f_SIMD(rotMat * Vector4f(vec, 1));
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position += vec;
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cam.SetMatrix(Utils::translate(Matrix4f(1), position) * rotMat);
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camController.Tick();
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}
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void Close() override{}
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