playing with another shader for a sun type thing and WAY better camera movement

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Jackson H committed 2024-06-04 15:25:14 -05:00
1 parent 9eb8d55630
commit b299a8d8a2
5 files changed
+175 -41

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+36 -2
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@@ -11,15 +11,25 @@ class Camera
glm::vec3 target;
glm::vec3 direction;
glm::vec3 up;
// Movement
glm::vec3 horizontal_velocity;
glm::vec3 forward_velocity;
glm::vec3 vertical_velocity;
float speed;
glm::vec3 worldUp;
Camera(float speed)
Camera(float speed, glm::vec3 pos)
{
this->speed = speed;
this->vertical_velocity = glm::vec3(0.0f);
this->position = glm::vec3(0.0f, 0.0f, 3.0f);
this->horizontal_velocity = glm::vec3(0.0f);
this->forward_velocity = glm::vec3(0.0f);
this->position = pos;
this->target = glm::vec3(0.0f, 0.0f, -1.0f);
this->direction = glm::normalize(this->position);
@@ -32,6 +42,10 @@ class Camera
Camera(glm::vec3 pos, glm::vec3 target, float speed)
{
this->speed = speed;
this->vertical_velocity = glm::vec3(0.0f);
this->horizontal_velocity = glm::vec3(0.0f);
this->forward_velocity = glm::vec3(0.0f);
this->position = pos;
this->target = target;
@@ -50,6 +64,26 @@ class Camera
this->worldUp);
}
void move(float time) // time passed in seconds since last move
{
if (this->position.y > 0)
this->vertical_velocity.y -= (9.8 * time); // gravity is 9.8m/s^2 no way! physics reference?
std::cout << "pos: " << this->position.x << " " << this->position.y << " " << this->position.z << std::endl;
glm::vec3 velocity = this->forward_velocity + this->horizontal_velocity + this->vertical_velocity;
glm::vec3 movement = (velocity * time);
this->position += movement;
// Don't want to clip into the ground right
if (this->position.y < 0)
{
this->position.y = 0;
this->vertical_velocity.y = 0;
}
}
};
#endif