fix: gamepad integration with upgrade module
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b8e72defc7
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@ -121,7 +121,6 @@ void processInput(GLFWwindow* window)
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float cameraSpeed = 0.1f * deltaTime * 15;
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float cameraSpeed = 0.1f * deltaTime * 15;
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if (engineIs == 2)
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if (engineIs == 2)
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//cameraSpeed = cameraSpeed * 1.8;//1.5;
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cameraSpeed = 0.1f * deltaTime * 15 * 1.8;
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cameraSpeed = 0.1f * deltaTime * 15 * 1.8;
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if (!glfwJoystickIsGamepad(GLFW_JOYSTICK_1)) {
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if (!glfwJoystickIsGamepad(GLFW_JOYSTICK_1)) {
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@ -134,9 +133,6 @@ void processInput(GLFWwindow* window)
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_Q) == GLFW_PRESS)
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engineIs = 2;
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engineIs = 2;
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}
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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spaceshipPos += cameraSpeed * spaceshipDir;
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spaceshipPos += cameraSpeed * spaceshipDir;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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@ -154,15 +150,14 @@ void processInput(GLFWwindow* window)
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engineIs = 2;
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engineIs = 2;
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}
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}
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if(currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.01)
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if(currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER] > 0.01)
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spaceshipPos += deltaTime * 5 * spaceshipDir * currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER];
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spaceshipPos += cameraSpeed * 2 * spaceshipDir * currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER];
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if (currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] > 0.01)
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if (currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER] > 0.01)
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spaceshipPos -= deltaTime * 5 * spaceshipDir * currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER];
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spaceshipPos -= cameraSpeed * 2 * spaceshipDir * currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_TRIGGER];
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if (abs(currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_X]) > 0.01)
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if (abs(currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_X]) > 0.01)
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spaceshipDir = glm::vec3(glm::eulerAngleY(deltaTime * -5 * currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_X]) * glm::vec4(spaceshipDir, 0));
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spaceshipDir = glm::vec3(glm::eulerAngleY(deltaTime * -5 * currentState.axes[GLFW_GAMEPAD_AXIS_LEFT_X]) * glm::vec4(spaceshipDir, 0));
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if (abs(currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]) > 0.01)
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if (abs(currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]) > 0.01)
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spaceshipDir.y = currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]/3;
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spaceshipDir.y = currentState.axes[GLFW_GAMEPAD_AXIS_RIGHT_Y]/3;
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}
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}
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std::cout << glm::to_string(spaceshipDir) << std::endl;
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cameraDir = spaceshipDir;
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cameraDir = spaceshipDir;
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cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.05f;
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cameraPos = spaceshipPos - 0.5 * spaceshipDir + glm::vec3(0, 1, 0) * 0.05f;
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}
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}
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