Add mouse direction getter for CollisionSystem
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@ -11,6 +11,8 @@
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struct MouseLook {
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explicit MouseLook(float sensitivity) : sensitivity(sensitivity) {}
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glm::vec3 get_look_direction() { return glm::mat3_cast(rotation) * glm::vec3(0, 0, -1); }
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float sensitivity;
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double yaw = 0.0;
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@ -78,8 +78,10 @@ class CollisionSystem : public EntitySystem {
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glm::vec3 origin_glm = transform->get_origin();
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Vector origin = Vector(origin_glm.x, origin_glm.y, origin_glm.z);
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// TODO: Get mouse look direction
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Ray ray(origin, Vector(0, 0, -3));
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glm::vec3 direction_glm = mouse_look->get_look_direction();
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Vector direction = Vector(direction_glm.x, direction_glm.y, direction_glm.z);
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Ray ray(origin, direction * 5.0);
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Triangle *result = kdtree->intersect_ray(ray);
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@ -87,6 +89,7 @@ class CollisionSystem : public EntitySystem {
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std::cout << result->p1[0] << ", " << result->p1[1] << ", " << result->p1[2]
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<< std::endl;
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}
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// TODO: Also output visually
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});
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}
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