ecsgame/ECS/Systems/MouseLookSystem.h
karl a262b60def Mostly functional mouse look
Walking doesn't take it into account though...
2020-01-07 20:02:40 +01:00

74 lines
2.3 KiB
C++

//
// Created by karl on 07.01.20.
//
#ifndef ECSGAME_MOUSELOOKSYSTEM_H
#define ECSGAME_MOUSELOOKSYSTEM_H
#include "../ECS.h"
#include "../Components/Transform.h"
#include "../Components/MouseLook.h"
#include "../Events/MouseMoveEvent.h"
using namespace ECS;
class MouseLookSystem : public EntitySystem, public EventSubscriber<MouseMoveEvent> {
public:
explicit MouseLookSystem(int width, int height) : lastX(width / 2.0), lastY(height / 2.0) {}
void configure(World *pWorld) override {
myWorld = pWorld;
myWorld->subscribe<MouseMoveEvent>(this);
}
void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
void receive(World *pWorld, const MouseMoveEvent &event) override {
pWorld->each<Transform, MouseLook, Camera>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, ComponentHandle<Camera> camera) {
double xOffset = event.newX - lastX;
double yOffset = lastY - event.newY;
lastX = event.newX;
lastY = event.newY;
yaw += xOffset * mouse->sensitivity;
pitch += yOffset * mouse->sensitivity;
});
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Transform, MouseLook, Camera>([&](Entity *ent, ComponentHandle<Transform> transform, ComponentHandle<MouseLook> mouse, ComponentHandle<Camera> camera) {
if(pitch > 89.0f)
pitch = 89.0f;
if(pitch < -89.0f)
pitch = -89.0f;
glm::vec3 direction;
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.y = sin(glm::radians(pitch));
direction.z = sin(glm::radians(yaw)) * cos(glm::radians(pitch));
glm::vec3 cameraOrigin = transform->getPosition();
glm::vec3 cameraFront = glm::normalize(direction);
glm::vec3 cameraUp = glm::vec3(0.0, 1.0, 0.0);
glm::vec3 cameraRight = glm::cross(cameraFront, cameraUp);
camera->view = glm::lookAt(cameraOrigin, cameraOrigin + cameraFront, cameraUp);
});
}
private:
double lastX;
double lastY;
double pitch = 0.0;
double yaw = 0.0;
World *myWorld;
};
#endif //ECSGAME_MOUSELOOKSYSTEM_H