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- #pragma once
- //========================================================================
- // File: MovementController.h
- //
- // Part of the GameCode4 Application
- //
- // GameCode4 is the sample application that encapsulates much of the source code
- // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
- // "Rez" Graham, published by Charles River Media.
- // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
- //
- // If this source code has found it's way to you, and you think it has helped you
- // in any way, do the authors a favor and buy a new copy of the book - there are
- // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
- // by clicking here:
- // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
- //
- // There's a companion web site at http://www.mcshaffry.com/GameCode/
- //
- // The source code is managed and maintained through Google Code:
- // http://code.google.com/p/gamecode4/
- //
- // (c) Copyright 2012 Michael L. McShaffry and David Graham
- //
- // This program is free software; you can redistribute it and/or
- // modify it under the terms of the GNU Lesser GPL v3
- // as published by the Free Software Foundation.
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
- // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
- //
- // You should have received a copy of the GNU Lesser GPL v3
- // along with this program; if not, write to the Free Software
- // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- //
- //========================================================================
- #include "../GameCode4/interfaces.h"
- #include "Geometry.h"
- // Forward declarations
- class SceneNode;
- ////////////////////////////////////////////////////
- //
- // MovementController Description
- //
- // Implements a WASD style movement controller
- //
- // class MovementController - Chapter 10, page 281
- //
- ////////////////////////////////////////////////////
- class MovementController : public IPointerHandler, public IKeyboardHandler
- {
- protected:
- glm::mat4 m_matFromWorld;
- glm::mat4 m_matToWorld;
- glm::mat4 m_matPosition;
- Point m_lastMousePos;
- bool m_bKey[256]; // Which keys are up and down
- // Orientation Controls
- float m_fTargetYaw;
- float m_fTargetPitch;
- float m_fYaw;
- float m_fPitch;
- float m_fPitchOnDown;
- float m_fYawOnDown;
- float m_maxSpeed;
- float m_currentSpeed;
- // Added for Ch19/20 refactor
- bool m_mouseLButtonDown;
- bool m_bRotateWhenLButtonDown;
- std::shared_ptr<SceneNode> m_object;
- public:
- MovementController(std::shared_ptr<SceneNode> object, float initialYaw, float initialPitch, bool rotateWhenLButtonDown);
- void SetObject(std::shared_ptr<SceneNode> newObject);
- void OnUpdate(uint64_t const elapsedMs);
- public:
- virtual bool VOnPointerMove(const Point &pos, const int radius);
- virtual bool VOnPointerButtonDown(const Point &pos, const int radius, const std::string &buttonName);
- virtual bool VOnPointerButtonUp(const Point &pos, const int radius, const std::string &buttonName);
- virtual bool VOnKeyDown(const unsigned char c) { m_bKey[c] = true; return true; }
- virtual bool VOnKeyUp(const unsigned char c) { m_bKey[c] = false; return true; }
- const glm::mat4 GetToWorld() { return m_matToWorld; }
- const glm::mat4 GetFromWorld() { return m_matFromWorld; }
- };
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