Basic input handling, Editor camera Movement
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@ -22,9 +22,10 @@ RendererConfig EditorSceneRendererConfig{
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glm::vec3{0,0,0}, // Clear Color
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true // Depth testing
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};
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glm::vec3 temp = glm::vec3(0);
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Camera cam = Camera(glm::vec3(14.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90);
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class Editor : public Application {
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public:
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Editor()
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@ -35,6 +36,8 @@ public:
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EditorGUIRenderer(AppWindow),
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Selected((entt::entity)-1)
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{
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init_inputSystem(&AppWindow);
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viewportRenderer.setCurrentFrameBuffer(*framebuffer);
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}
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@ -71,6 +74,74 @@ public:
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{
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Viewport sceneview = Viewport(*framebuffer, viewportRenderer.getCamera());
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if (sceneview.isFocused)
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{
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const float movement_speed = 0.1f;
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static float lastX = 400, lastY = 300;
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const float sensitivity = 0.1;
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static bool firstMouse = true;
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if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_MIDDLE) ){
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auto newX = getCursorPosX(&AppWindow);
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auto newY = getCursorPosY(&AppWindow);
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if (firstMouse)
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{
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lastX = newX;
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lastY = newY;
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firstMouse = false;
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}
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float xoffset = newX - lastX;
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float yoffset = newY - lastY;
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lastX = newX;
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lastY = newY;
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xoffset *= sensitivity;
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yoffset *= sensitivity;
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cam.yaw += xoffset;
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cam.pitch += yoffset;
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if (cam.pitch > 89.0f)
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cam.pitch = 89.0f;
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if (cam.pitch < -89.0f)
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cam.pitch = -89.0f;
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}
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// Check for Camara movement input here!
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if (keyIsPressed(YOGGIE_KEY_W)) {
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cam.Position += cam.Front * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_A))
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{
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cam.Position -= cam.Right * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_S)) {
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cam.Position -= cam.Front * movement_speed;
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}
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if (keyIsPressed(YOGGIE_KEY_D)) {
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cam.Position += cam.Right * movement_speed;
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}
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}
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}
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{
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@ -136,7 +207,7 @@ public:
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lag += elapsed;
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AppWindow.Poll();
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cam.Update();
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Physics.Step(elapsed);
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ActiveScene.Update();
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@ -170,6 +241,8 @@ private:
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bool SimulatePhysics = true;
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entt::entity Selected;
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std::unique_ptr<Project> CurrentProject;
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Scene ActiveScene;
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