Can move around scene again .. working on Rendering engine still
This commit is contained in:
@ -18,6 +18,7 @@ void Viewport::Draw() {
|
||||
});
|
||||
|
||||
cam.Update();
|
||||
renderer.SetMainCamera(cam);
|
||||
renderer.Render(scene);
|
||||
|
||||
ImVec2 WinPos = ImGui::GetWindowPos();
|
||||
@ -37,6 +38,7 @@ void Viewport::Draw() {
|
||||
ImGuizmo::SetRect(ScreenSpaceMin.x, ScreenSpaceMin.y, ContentRegionMax.x, ContentRegionMax.y);
|
||||
|
||||
glm::mat4 transposed_view = glm::transpose(cam.ViewMatrix);
|
||||
isFocused = ImGui::IsWindowFocused();
|
||||
|
||||
//ImGuizmo::DrawGrid(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), glm::value_ptr(worldOrigin), 100.0f);
|
||||
//ImGuizmo::ViewManipulate(glm::value_ptr(cam.ViewMatrix), 1, { ScreenSpaceMin.x,ScreenSpaceMin.y }, { 90,90 }, 0x22CCCCCC);
|
||||
@ -44,12 +46,4 @@ void Viewport::Draw() {
|
||||
// Matrix is the model matrix we would want to manipulate
|
||||
//ImGuizmo::Manipulate(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(cam.ViewMatrix));
|
||||
|
||||
if (ImGui::IsWindowFocused())
|
||||
{
|
||||
isFocused = true;
|
||||
|
||||
}
|
||||
else {
|
||||
isFocused = false;
|
||||
}
|
||||
}
|
@ -38,7 +38,7 @@ public:
|
||||
SceneExplorer explorer(Selected, scene);
|
||||
Inspector inspector = Inspector(Selected);
|
||||
Settings settings = Settings();
|
||||
// AssetFinder assetsView = AssetFinder();
|
||||
// AssetFinder assetsView = AssetFinder();
|
||||
Console console = Console();
|
||||
|
||||
Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
|
||||
@ -54,68 +54,16 @@ public:
|
||||
lag += elapsed;
|
||||
|
||||
scene.Update();
|
||||
|
||||
if (sceneview.isFocused)
|
||||
{
|
||||
const float movement_speed = 0.1f;
|
||||
static float lastX = 400, lastY = 300;
|
||||
const float sensitivity = 0.1;
|
||||
static bool firstMouse = true;
|
||||
|
||||
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
|
||||
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
auto newX = getCursorPosX(appWindow);
|
||||
auto newY = getCursorPosY(appWindow);
|
||||
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
|
||||
float xoffset = newX - lastX;
|
||||
float yoffset = newY - lastY;
|
||||
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
|
||||
sceneview.cam.yaw += xoffset;
|
||||
sceneview.cam.pitch += yoffset;
|
||||
|
||||
if (sceneview.cam.pitch > 89.0f)
|
||||
sceneview.cam.pitch = 89.0f;
|
||||
if (sceneview.cam.pitch < -89.0f)
|
||||
sceneview.cam.pitch = -89.0f;
|
||||
|
||||
}
|
||||
else if (firstMouse == false)
|
||||
{
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
firstMouse = true;
|
||||
}
|
||||
|
||||
// Check for Camara movement input here!
|
||||
if (keyIsPressed(YOGGIE_KEY_W))
|
||||
sceneview.cam.Position += sceneview.cam.Front * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_A))
|
||||
sceneview.cam.Position -= sceneview.cam.Right * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_S))
|
||||
sceneview.cam.Position -= sceneview.cam.Front * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_D))
|
||||
sceneview.cam.Position += sceneview.cam.Right * movement_speed;
|
||||
if (sceneview.isFocused) {
|
||||
UpdateSceneCamera(sceneview);
|
||||
|
||||
std::cout << "Scene view in Focus!\r" ;
|
||||
}
|
||||
|
||||
GuiBegin();
|
||||
|
||||
|
||||
{
|
||||
MainMenuBar menuBar = MainMenuBar();
|
||||
|
||||
@ -181,10 +129,70 @@ public:
|
||||
private:
|
||||
bool SimulatePhysics = true;
|
||||
YoggieEngine::Entity Selected;
|
||||
|
||||
Project project;
|
||||
Scene scene;
|
||||
|
||||
|
||||
void UpdateSceneCamera(Viewport& sceneview) {
|
||||
const float movement_speed = 0.1f;
|
||||
static float lastX = 400, lastY = 300;
|
||||
const float sensitivity = 0.1;
|
||||
static bool firstMouse = true;
|
||||
|
||||
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
|
||||
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
auto newX = getCursorPosX(appWindow);
|
||||
auto newY = getCursorPosY(appWindow);
|
||||
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
|
||||
float xoffset = newX - lastX;
|
||||
float yoffset = newY - lastY;
|
||||
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
|
||||
sceneview.cam.yaw += xoffset;
|
||||
sceneview.cam.pitch += yoffset;
|
||||
|
||||
if (sceneview.cam.pitch > 89.0f)
|
||||
sceneview.cam.pitch = 89.0f;
|
||||
if (sceneview.cam.pitch < -89.0f)
|
||||
sceneview.cam.pitch = -89.0f;
|
||||
|
||||
}
|
||||
else if (firstMouse == false)
|
||||
{
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
firstMouse = true;
|
||||
}
|
||||
|
||||
// Check for Camara movement input here!
|
||||
if (keyIsPressed(YOGGIE_KEY_W)) {
|
||||
sceneview.cam.Position += sceneview.cam.Front * movement_speed;
|
||||
std::cout << "Pressed W !" << std::endl;
|
||||
}
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_A))
|
||||
sceneview.cam.Position -= sceneview.cam.Right * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_S))
|
||||
sceneview.cam.Position -= sceneview.cam.Front * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_D))
|
||||
sceneview.cam.Position += sceneview.cam.Right * movement_speed;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
YoggieEngine::Application* CreateApplication() {
|
||||
@ -192,3 +200,5 @@ YoggieEngine::Application* CreateApplication() {
|
||||
return new Editor();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
Reference in New Issue
Block a user