2024-10-12 16:25:54 +00:00
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package fpscontrols
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import (
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"math"
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"github.com/go-gl/glfw/v3.3/glfw"
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"github.com/go-gl/mathgl/mgl32"
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)
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type FPSControls struct {
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lookSpeed float32
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moveSpeed float32
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position mgl32.Vec3
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rotation mgl32.Vec2
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lastMousePos mgl32.Vec2
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view mgl32.Mat4
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window *glfw.Window
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lastTime float64
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}
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var instance *FPSControls
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func (c *FPSControls) Update() {
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time := glfw.GetTime()
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var deltaTime float32 = float32(time - c.lastTime)
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c.lastTime = time
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_, right, _ := c.directions()
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globalUp := mgl32.Vec3{0, 1, 0}
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move := mgl32.Vec3{0, 0, 0}
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if c.window.GetKey(glfw.KeyA) == glfw.Press {
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move[0] += 1
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}
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if c.window.GetKey(glfw.KeyD) == glfw.Press {
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move[0] -= 1
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}
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if c.window.GetKey(glfw.KeySpace) == glfw.Press {
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move[1] += 1
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}
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if c.window.GetKey(glfw.KeyLeftShift) == glfw.Press {
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move[1] -= 1
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}
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if c.window.GetKey(glfw.KeyW) == glfw.Press {
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move[2] += 1
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}
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if c.window.GetKey(glfw.KeyS) == glfw.Press {
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move[2] -= 1
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}
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move = right.Mul(move.X()).Add(globalUp.Mul(move.Y())).Add(right.Cross(globalUp).Mul(move.Z()))
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c.position = c.position.Add(move.Mul(deltaTime * c.moveSpeed))
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x, y := c.window.GetCursorPos()
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look := mgl32.Vec2{
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float32(y) - c.lastMousePos.X(),
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c.lastMousePos.Y() - float32(x),
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}.Mul(deltaTime * c.lookSpeed)
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c.rotation = c.rotation.Add(look)
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c.rotation = mgl32.Vec2{
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min(max(-89.9, c.rotation.X()), 89.9),
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float32(int32(c.rotation.Y())%360) + c.rotation.Y() - float32(int32(c.rotation.Y())),
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}
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c.lastMousePos[0] = float32(y)
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c.lastMousePos[1] = float32(x)
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forward, _, _ := c.directions()
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c.view = mgl32.LookAtV(c.position, c.position.Add(forward), globalUp)
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}
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func Get(lookSpeed, moveSpeed float32, position mgl32.Vec3, rotation mgl32.Vec2, window *glfw.Window) *FPSControls {
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if instance != nil {
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return instance
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}
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instance = &FPSControls{
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moveSpeed: moveSpeed,
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lookSpeed: lookSpeed,
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position: position,
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rotation: rotation,
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window: window,
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}
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window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
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return instance
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}
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func (c *FPSControls) directions() (mgl32.Vec3, mgl32.Vec3, mgl32.Vec3) {
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rad := mgl32.Vec2{
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mgl32.DegToRad(c.rotation.X()),
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mgl32.DegToRad(c.rotation.Y()),
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}
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sin := mgl32.Vec2{
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float32(math.Sin(float64(rad.X()))),
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float32(math.Sin(float64(rad.Y()))),
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}
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cos := mgl32.Vec2{
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float32(math.Cos(float64(rad.X()))),
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float32(math.Cos(float64(rad.Y()))),
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}
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forward := mgl32.Vec3{
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cos.X() * sin.Y(),
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-sin.X(),
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cos.X() * cos.Y(),
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}
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right := mgl32.Vec3{
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cos.Y(),
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0,
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-sin.Y(),
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}
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up := forward.Cross(right)
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return forward, right, up
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}
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func (c *FPSControls) View() mgl32.Mat4 {
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return c.view
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}
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func (c *FPSControls) Position() mgl32.Vec3 {
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return c.position
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}
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func (c *FPSControls) Rotation() mgl32.Vec2 {
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return c.rotation
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}
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