opengl-deferred/utils/fpscontrols/fpscontrols.go

142 lines
2.8 KiB
Go

package fpscontrols
import (
"math"
"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
view mgl32.Mat4
lastTime float64
}
var instance *FPSControls
func (c *FPSControls) Update() {
time := glfw.GetTime()
deltaTime := time - c.lastTime
c.lastTime = time
forward, right, up := c.directions()
globalUp := mgl32.Vec3{0, 1, 0}
move := right.Mul(c.currentMove.X()).Add(globalUp.Mul(c.currentMove.Y())).Add(forward.Mul(c.currentMove.Z()))
c.position = c.position.Add(move.Mul(float32(deltaTime) * c.moveSpeed))
c.rotation = c.rotation.Add(c.currentLook.Mul(float32(deltaTime) * c.lookSpeed))
c.currentLook = mgl32.Vec2{}
c.view = mgl32.LookAtV(c.position, c.position.Add(forward), up)
}
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, y float64, x float64) {
pos := mgl32.Vec2{float32(x), float32(y)}
instance.currentLook = instance.lastMousePos.Sub(pos)
instance.currentLook[0] *= -1
instance.lastMousePos = pos
})
window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
return instance
}
func (c *FPSControls) directions() (mgl32.Vec3, mgl32.Vec3, mgl32.Vec3) {
rad := mgl32.Vec2{
mgl32.DegToRad(c.rotation.X()),
mgl32.DegToRad(c.rotation.Y()),
}
sin := mgl32.Vec2{
float32(math.Sin(float64(rad.X()))),
float32(math.Sin(float64(rad.Y()))),
}
cos := mgl32.Vec2{
float32(math.Cos(float64(rad.X()))),
float32(math.Cos(float64(rad.Y()))),
}
forward := mgl32.Vec3{
cos.X() * sin.Y(),
-sin.X(),
cos.X() * cos.Y(),
}
right := mgl32.Vec3{
cos.Y(),
0,
-sin.Y(),
}
up := forward.Cross(right)
return forward, right, up
}
func (c *FPSControls) View() mgl32.Mat4 {
return c.view
}
func (c *FPSControls) Position() mgl32.Vec3 {
return c.position
}
func (c *FPSControls) Rotation() mgl32.Vec2 {
return c.rotation
}