ecsgame/ECS/Components/PathMove.h
karl 3fb23200fb Add system to switch between path and manual movement
This system automatically checks for entities with both movement methods, and activates/deactivates them when pressing P.
2020-10-03 17:44:52 +02:00

39 lines
990 B
C++

#ifndef __PATHMOVE_H__
#define __PATHMOVE_H__
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
#include <vector>
struct PathMove {
struct Path {
Path(std::vector<glm::vec3> points) : points(points) {}
std::vector<glm::vec3> points;
};
struct Views {
Views(std::vector<glm::quat> views) : views(views) {}
std::vector<glm::quat> views;
};
PathMove(double speed, Path path, Views views) : speed(speed), path(path), views(views) {
// Calculate distances
for (int i = 0; i < path.points.size() - 1; i++) {
distances.emplace_back(glm::distance(path.points[i], path.points[i + 1]));
}
}
bool is_active;
double speed;
float time_passed = 0.0;
int current_point_index = 0;
int speed_addition = 0; // 0, -1 or 1 depending on whether the speed should stay, decrease or increase
Path path;
Views views;
std::vector<float> distances;
};
#endif // __PATHMOVE_H__