Changed how the camera works

Added arrow key controlled camera
Removed WASD camera movement
FPS is now locked to 30 Frames P/S
Mouse wheel now moves the camera
This commit is contained in:
andreja6
2018-04-23 17:51:03 -07:00
parent 5d8e4bc040
commit 20e8c63d5c

View File

@@ -32,6 +32,7 @@ GFontRef fntlighttrek = NULL;
static bool democ = true;
static std::string message = "";
static G3D::RealTime messageTime = 0;
static G3D::RealTime inputTime = 0;
static int FPSVal[8] = {10, 20, 30, 60, 120, 240, INT_MAX,1};
static int index = 2;
static float TIMERVAL = 60.0F;
@@ -50,6 +51,13 @@ static bool mouseButton1Down = false;
static bool running = true;
static bool mouseMovedBeginMotion = false;
static bool showMouse = true;
//Controller
static bool forwards = false;
static bool backwards = false;
static bool left = false;
static bool right = false;
Vector3 cameraPos = Vector3(0,2,10);
float moveRate = 0.5;
/**
This simple demo applet uses the debug mode as the regular
rendering mode so you can fly around the scene.
@@ -333,8 +341,6 @@ void Demo::onInit() {
setDesiredFrameRate(FPSVal[index]);
app->debugCamera.setPosition(Vector3(0, 2, 10));
app->debugCamera.lookAt(Vector3(0, 2, 0));
@@ -395,6 +401,29 @@ void Demo::onSimulation(RealTime rdt, SimTime sdt, SimTime idt) {
title = dataModel->name;
app->renderDevice->setCaption("Game \"" + title + "\"");
}
CoordinateFrame frame = app->debugCamera.getCoordinateFrame();
if(forwards)
{
forwards = false;
cameraPos = Vector3(cameraPos.x, cameraPos.y, cameraPos.z) + frame.lookVector()*moveRate;
}
else if(backwards)
{
backwards = false;
cameraPos = Vector3(cameraPos.x, cameraPos.y, cameraPos.z) - frame.lookVector()*moveRate;
}
if(left)
{
left = false;
cameraPos = Vector3(cameraPos.x, cameraPos.y, cameraPos.z) + frame.leftVector()*moveRate;
}
else if(right)
{
right = false;
cameraPos = Vector3(cameraPos.x, cameraPos.y, cameraPos.z) + frame.rightVector()*moveRate;
}
app->debugCamera.setPosition(cameraPos);
}
@@ -439,15 +468,24 @@ void Demo::onUserInput(UserInput* ui) {
app->debugController.setActive(false);
}
if(ui->keyPressed(SDLK_LSHIFT))
if(ui->keyPressed(SDLK_LSHIFT) || ui->keyPressed(SDLK_RSHIFT))
{
app->debugController.setMoveRate(20);
moveRate = 1;
}
else if(ui->keyReleased(SDLK_LSHIFT))
else if(ui->keyReleased(SDLK_LSHIFT) || ui->keyReleased(SDLK_RSHIFT))
{
app->debugController.setMoveRate(10);
moveRate = 0.5;
}
if(ui->keyPressed(SDL_MOUSE_WHEEL_UP_KEY))
{
CoordinateFrame frame = app->debugCamera.getCoordinateFrame();
cameraPos = cameraPos + frame.lookVector()*2;
}
if(ui->keyPressed(SDL_MOUSE_WHEEL_DOWN_KEY))
{
CoordinateFrame frame = app->debugCamera.getCoordinateFrame();
cameraPos = cameraPos - frame.lookVector()*2;
}
if(ui->keyDown(SDLK_LCTRL))
@@ -472,14 +510,14 @@ void Demo::onUserInput(UserInput* ui) {
}
if(ui->keyPressed(SDLK_F8))
{
index++;
if(index >= 7)
{
index = 0;
}
//index++;
//if(index >= 7)
//{
// index = 0;
//}
messageTime = System::time();
message = "FPS has been set to " + Convert(FPSVal[index]);
setDesiredFrameRate(FPSVal[index]);
message = "FPS has been locked at " + Convert(FPSVal[index]);
//setDesiredFrameRate(FPSVal[index]);
}
if(ui->keyPressed('u'))
{
@@ -488,6 +526,26 @@ void Demo::onUserInput(UserInput* ui) {
mousex = ui->getMouseX();
mousey = ui->getMouseY();
mouseButton1Down = ui->keyDown(SDL_LEFT_MOUSE_KEY);
messageTime = System::time();
if(ui->keyDown(SDLK_UP))
{
forwards = true;
}
else if(ui->keyDown(SDLK_DOWN))
{
backwards = true;
}
if(ui->keyDown(SDLK_LEFT))
{
left = true;
}
else if(ui->keyDown(SDLK_RIGHT))
{
right = true;
}
//readMouseGUIInput();
// Add other key handling here
}
@@ -574,9 +632,13 @@ void drawButtons(RenderDevice* rd)
}
void Demo::onGraphics(RenderDevice* rd) {
Vector2 mousepos = Vector2(0,0);
G3D::uint8 num = 0;
rd->window()->getRelativeMouseState(mousepos, num);
bool mouseOnScreen = true;
if(mousepos.x < 5 || mousepos.y < 5 || mousepos.x > rd->getViewport().width()-5 || mousepos.y > rd->getViewport().height()-5)
{
@@ -592,6 +654,9 @@ void Demo::onGraphics(RenderDevice* rd) {
LightingParameters lighting(G3D::toSeconds(11, 00, 00, AM));
app->renderDevice->setProjectionAndCameraMatrix(app->debugCamera);
// Cyan background
app->renderDevice->setColorClearValue(Color3(0.0f, 0.5f, 1.0f));
@@ -773,6 +838,9 @@ void Demo::onGraphics(RenderDevice* rd) {
drawButtons(rd);
app->renderDevice->pop2D();
}