Basic fps camera
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@@ -91,7 +91,7 @@ void Controller::run() {
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// Update game
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// ...
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model = glm::rotate(model, (float)(this->deltaTime*0.05), glm::vec3(0.0f, 1.0f, 0.0f));
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model = glm::rotate(model, (float)(this->deltaTime*0.0005), glm::vec3(0.0f, 1.0f, 0.0f));
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cam1.lookAtTarget(glm::vec3(0.0f, 0.0f, 0.0f));
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cam1.lookForward();
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@@ -119,14 +119,18 @@ void Controller::run() {
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// Check events, handle input
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gameEventHandler->handleEvents();
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cam1.updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister());
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cam1.updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
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cam1.updateDirectionFromMouseInput(gameEventHandler->getCursorDeltaX(), gameEventHandler->getCursorDeltaY());
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// Update window size
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int new_window_width, new_window_height;
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glfwGetFramebufferSize(gameWindow->getGLFWwindow(), &new_window_width, &new_window_height);
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gameWindow->setWindowDimensions(new_window_width, new_window_height);
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glViewport(0, 0, new_window_width, new_window_height);
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cam1.updateAspectRatio(new_window_width, new_window_height);
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if(gameWindow->getWindowWasResized()) {
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int new_window_width, new_window_height;
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glfwGetFramebufferSize(gameWindow->getGLFWwindow(), &new_window_width, &new_window_height);
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gameWindow->setWindowDimensions(new_window_width, new_window_height);
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glViewport(0, 0, new_window_width, new_window_height);
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cam1.updateAspectRatio(new_window_width, new_window_height);
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gameEventHandler->setFirstMouseInput(1);
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}
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}
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}
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