The PathMovementSwitchSystem was repurposed to a general InteractivePathSystem for this. It handles switching and adding points, as both seem like sensible possibilities for such entities to have.
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
//
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// Created by karl on 07.01.20.
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//
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#ifndef ECSGAME_MOUSELOOKSYSTEM_H
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#define ECSGAME_MOUSELOOKSYSTEM_H
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#include "../ECS.h"
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#include "../Components/Transform.h"
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#include "../Components/MouseLook.h"
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#include "../Events/MouseMoveEvent.h"
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using namespace ECS;
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class MouseLookSystem : public EntitySystem, public EventSubscriber<MouseMoveEvent> {
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public:
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explicit MouseLookSystem(int width, int height) : lastX(width / 2.0), lastY(height / 2.0) {}
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void configure(World *pWorld) override {
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myWorld = pWorld;
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myWorld->subscribe<MouseMoveEvent>(this);
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}
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void unconfigure(World *pWorld) override {
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pWorld->unsubscribeAll(this);
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}
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void receive(World *pWorld, const MouseMoveEvent &event) override {
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pWorld->each<Transform, MouseLook, Camera>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, ComponentHandle<Camera> camera) {
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double xOffset = lastX - event.newX;
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double yOffset = lastY - event.newY;
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lastX = event.newX;
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lastY = event.newY;
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mouse->yaw += xOffset * mouse->sensitivity;
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mouse->pitch += yOffset * mouse->sensitivity;
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});
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}
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void tick(World *pWorld, float deltaTime) override {
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pWorld->each<Transform, MouseLook, Camera>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, ComponentHandle<Camera> camera) {
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if (!mouse->is_active) return;
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if(mouse->pitch > 80.0f)
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mouse->pitch = 80.0f;
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if(mouse->pitch < -80.0f)
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mouse->pitch = -80.0f;
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mouse->rotation = glm::angleAxis(glm::radians((float)mouse->yaw), glm::vec3(0.f, 1.f, 0.f));
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mouse->rotation *= glm::angleAxis(glm::radians((float)mouse->pitch), glm::vec3(1.f, 0.f, 0.f));
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transform->set_rotation_from_quat(mouse->rotation);
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});
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}
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private:
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double lastX;
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double lastY;
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World *myWorld;
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};
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#endif //ECSGAME_MOUSELOOKSYSTEM_H
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