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