FPSSystem.cpp 3.1 KB

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  1. #pragma once
  2. #include "InputManager.h"
  3. #include "MovableCamera.h"
  4. #include "FPSSystem.h"
  5. #include "Vec2.h"
  6. #include "Vec3.h"
  7. #include "Mat3.h"
  8. #include "OS.h"
  9. namespace crown
  10. {
  11. //-----------------------------------------------------------------------
  12. FPSSystem::FPSSystem(MovableCamera* camera) :
  13. m_angle_x(0),
  14. m_angle_y(0),
  15. m_camera(camera),
  16. m_up_pressed(false),
  17. m_right_pressed(false),
  18. m_down_pressed(false),
  19. m_left_pressed(false)
  20. {
  21. // get_input_manager()->register_keyboard_listener(this);
  22. get_input_manager()->register_accelerometer_listener(this);
  23. //get_input_manager()->register_mouse_listener(this);
  24. get_input_manager()->set_cursor_relative_xy(Vec2(0.5f, 0.5f));
  25. }
  26. //-----------------------------------------------------------------------
  27. void FPSSystem::key_pressed(const KeyboardEvent& event)
  28. {
  29. switch (event.key)
  30. {
  31. case 'w':
  32. {
  33. m_up_pressed = true;
  34. break;
  35. }
  36. case 'a':
  37. {
  38. m_left_pressed = true;
  39. break;
  40. }
  41. case 's':
  42. {
  43. m_down_pressed = true;
  44. break;
  45. }
  46. case 'd':
  47. {
  48. m_right_pressed = true;
  49. break;
  50. }
  51. default:
  52. {
  53. break;
  54. }
  55. }
  56. }
  57. //-----------------------------------------------------------------------
  58. void FPSSystem::key_released(const KeyboardEvent& event)
  59. {
  60. switch (event.key)
  61. {
  62. case 'w':
  63. {
  64. m_up_pressed = false;
  65. break;
  66. }
  67. case 'a':
  68. {
  69. m_left_pressed = false;
  70. break;
  71. }
  72. case 's':
  73. {
  74. m_down_pressed = false;
  75. break;
  76. }
  77. case 'd':
  78. {
  79. m_right_pressed = false;
  80. break;
  81. }
  82. default:
  83. {
  84. break;
  85. }
  86. }
  87. }
  88. //-----------------------------------------------------------------------
  89. void FPSSystem::accelerometer_changed(const AccelerometerEvent& event)
  90. {
  91. set_view_by_cursor();
  92. }
  93. //-----------------------------------------------------------------------
  94. void FPSSystem::set_camera(MovableCamera* camera)
  95. {
  96. m_camera = camera;
  97. }
  98. //-----------------------------------------------------------------------
  99. MovableCamera* FPSSystem::get_camera()
  100. {
  101. return m_camera;
  102. }
  103. //-----------------------------------------------------------------------
  104. void FPSSystem::camera_render()
  105. {
  106. if (m_up_pressed)
  107. {
  108. m_camera->MoveForward();
  109. }
  110. if (m_left_pressed)
  111. {
  112. m_camera->StrafeLeft();
  113. }
  114. if (m_down_pressed)
  115. {
  116. m_camera->MoveBackward();
  117. }
  118. if (m_right_pressed)
  119. {
  120. m_camera->StrafeRight();
  121. }
  122. m_camera->Render();
  123. }
  124. //-----------------------------------------------------------------------
  125. void FPSSystem::set_view_by_cursor()
  126. {
  127. static Vec2 lastPos = get_input_manager()->get_cursor_relative_xy();
  128. Vec2 currentPos = get_input_manager()->get_cursor_relative_xy();
  129. get_input_manager()->set_cursor_relative_xy(Vec2(0.5f, 0.5f));
  130. if (lastPos == currentPos)
  131. {
  132. return;
  133. }
  134. Vec2 delta = lastPos - currentPos;
  135. get_input_manager()->set_cursor_relative_xy(Vec2(0.5f, 0.5f));
  136. lastPos = get_input_manager()->get_cursor_relative_xy();
  137. m_angle_x += delta.y * m_camera->GetSensibility();
  138. m_angle_y += delta.x * m_camera->GetSensibility();
  139. m_angle_x = math::clamp_to_range(-89.999f * math::DEG_TO_RAD, 89.999f * math::DEG_TO_RAD, m_angle_x);
  140. m_angle_y = math::fmod(m_angle_y, math::TWO_PI);
  141. m_camera->SetRotation(m_angle_x, m_angle_y);
  142. }
  143. } // namespace crown