Files
Towards/modules/client/src/world/ThirdPersonPlayerController.cpp
T
Martin Slachta a04f0dc262 initial
2026-07-18 14:31:15 +02:00

57 lines
1.7 KiB
C++

#include "ThirdPersonPlayerController.hpp"
#include <glm/glm.hpp>
#include <entt/entt.hpp>
namespace tw {
ThirdPersonPlayerController::ThirdPersonPlayerController(Camera* camera, glm::vec3 target) :
m_camera(camera),
m_camera_rotation(1.0f, 0.0f, 0.0f, 0.0f),
m_camera_zoom(10.0f),
m_sensitivity(0.01f),
m_target(target),
m_input(0.0f, 0.0f, 0.0f)
{
}
glm::vec3 ThirdPersonPlayerController::get_axis() {
glm::vec3 forward = m_camera_rotation * glm::vec3(0, 0, -1);
forward.y = 0.0f;
return glm::normalize(forward);
}
void ThirdPersonPlayerController::update(const tw::io::InputManager* input, double delta_time) {
// glm::vec3 velocity = {
// input->axis_x(),
// 0.0f,
// input->axis_y()
// };
// velocity *= m_player_body->m_speed * delta_time;
glm::vec3 forward = m_camera_rotation * glm::vec3(0, 0, -1);
forward.y = 0.0f;
forward = glm::normalize(forward);
glm::vec3 right = glm::cross(forward, glm::vec3(0.0f, 1.0f, 0.0f));
glm::vec3 velocity = forward * input->axis_y() + right * -input->axis_x();
if(velocity.x * velocity.x + velocity.y * velocity.y + velocity.z * velocity.z > 0.0f) {
m_input = glm::normalize(velocity);
} else {
m_input = glm::vec3(0.0f);
}
glm::quat yaw = glm::angleAxis(-input->motion_x() * m_sensitivity, glm::vec3(0, 1, 0));
glm::quat pitch = glm::angleAxis(-input->motion_y() * m_sensitivity, glm::vec3(1, 0, 0));
m_camera_rotation = yaw * m_camera_rotation * pitch;
glm::vec3 offset = m_camera_rotation * glm::vec3(0, 0, m_camera_zoom);
m_camera->view().look_at(get_target_position() + offset, get_target_position());
}
}