Added lookat function. Fixed various coordinate missmatches and issues. Fixed camera movement. Added some input functions. I need some way to log fps and find those hitches

This commit is contained in:
MitchellHansen
2016-12-30 21:02:04 -08:00
parent 58867415c7
commit bb9fab6305
8 changed files with 189 additions and 105 deletions

View File

@@ -65,8 +65,8 @@ sf::Texture window_texture;
int main() {
Map _map(sf::Vector3i(0, 0, 0));
_map.generate_octree();
//Map _map(sf::Vector3i(0, 0, 0));
//_map.generate_octree();
glewInit();
@@ -101,8 +101,8 @@ int main() {
rc->assign_map(map);
Camera *camera = new Camera(
sf::Vector3f(10, 11, 12),
sf::Vector2f(0.1f, 1.00f)
sf::Vector3f(50, 50, 50),
sf::Vector2f(0.0f, 1.5707f)
);
rc->assign_camera(camera);
@@ -126,6 +126,9 @@ int main() {
sf::Vector2f *dp = camera->get_direction_pointer();
debug_text cam_text_x(1, 30, &dp->x, "incli: ");
debug_text cam_text_y(2, 30, &dp->y, "asmth: ");
debug_text cam_text_pos_x(3, 30, &camera->get_position_pointer()->x, "x: ");
debug_text cam_text_pos_y(4, 30, &camera->get_position_pointer()->y, "y: ");
debug_text cam_text_pos_z(5, 30, &camera->get_position_pointer()->z, "z: ");
// ===========================
@@ -154,13 +157,19 @@ int main() {
window.close();
if (event.type == sf::Event::KeyPressed) {
if (event.key.code == sf::Keyboard::Space) {
if (event.key.code == sf::Keyboard::M) {
if (mouse_enabled)
mouse_enabled = false;
else
mouse_enabled = true;
} if (event.key.code == sf::Keyboard::R) {
reset = true;
} if (event.key.code == sf::Keyboard::X) {
std::vector<float> tvf = sfml_get_float_input(&window);
if (tvf.size() == 3){
sf::Vector3f tv3(tvf.at(0), tvf.at(1), tvf.at(2));
camera->set_position(tv3);
}
}
}
}
@@ -170,6 +179,9 @@ int main() {
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) {
speed = 0.2f;
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::L)) {
camera->look_at_center();
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q)) {
camera->add_relative_impulse(Camera::DIRECTION::DOWN, speed);
}
@@ -252,6 +264,10 @@ int main() {
cam_text_x.draw(&window);
cam_text_y.draw(&window);
cam_text_pos_x.draw(&window);
cam_text_pos_y.draw(&window);
cam_text_pos_z.draw(&window);
window.display();
}