opengl-deferred/utils/fpscontrols/fpscontrols.go

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2024-10-12 16:25:54 +00:00
package fpscontrols
import (
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/go-gl/mathgl/mgl32"
)
type FPSControls struct {
lookSpeed float32
moveSpeed float32
position mgl32.Vec3
rotation mgl32.Vec2
currentMove mgl32.Vec3
currentLook mgl32.Vec2
lastMousePos mgl32.Vec2
}
var instance *FPSControls
func Get(lookSpeed, moveSpeed float32, position mgl32.Vec3, rotation mgl32.Vec2, window *glfw.Window) *FPSControls {
if instance != nil {
return instance
}
instance = &FPSControls{
moveSpeed: moveSpeed,
lookSpeed: lookSpeed,
position: position,
rotation: rotation,
}
window.SetKeyCallback(func(window *glfw.Window, key glfw.Key, scancode int, action glfw.Action, mods glfw.ModifierKey) {
var val float32
switch action {
case glfw.Repeat:
return
case glfw.Press:
val = 1
case glfw.Release:
val = 0
}
switch key {
case glfw.KeyW:
instance.currentMove[2] = -val
case glfw.KeyS:
instance.currentMove[2] = val
case glfw.KeyA:
instance.currentMove[0] = -val
case glfw.KeyD:
instance.currentMove[0] = val
case glfw.KeySpace:
instance.currentMove[1] = -val
case glfw.KeyLeftShift:
instance.currentMove[1] = val
}
})
window.SetCursorPosCallback(func(window *glfw.Window, x float64, y float64) {
pos := mgl32.Vec2{float32(x), float32(y)}
instance.currentLook = instance.lastMousePos.Sub(pos)
instance.lastMousePos = pos
})
return instance
}
func (c *FPSControls) forward() mgl32.Vec3 {
}
func (c *FPSControls) View() mgl32.Mat4 {
}