FreeLook: update camera and manager to use a delta time for movement (in case we decide to move this somewhere else in the future)
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@ -222,40 +222,40 @@ void FreeLookController::Update()
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g_freelook_camera.Rotate(gyro_motion_quat);
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if (m_move_buttons->controls[MoveButtons::Up]->GetState<bool>())
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g_freelook_camera.MoveVertical(-g_freelook_camera.GetSpeed());
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g_freelook_camera.MoveVertical(-g_freelook_camera.GetSpeed() * dt);
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if (m_move_buttons->controls[MoveButtons::Down]->GetState<bool>())
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g_freelook_camera.MoveVertical(g_freelook_camera.GetSpeed());
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g_freelook_camera.MoveVertical(g_freelook_camera.GetSpeed() * dt);
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if (m_move_buttons->controls[MoveButtons::Left]->GetState<bool>())
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g_freelook_camera.MoveHorizontal(g_freelook_camera.GetSpeed());
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g_freelook_camera.MoveHorizontal(g_freelook_camera.GetSpeed() * dt);
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if (m_move_buttons->controls[MoveButtons::Right]->GetState<bool>())
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g_freelook_camera.MoveHorizontal(-g_freelook_camera.GetSpeed());
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g_freelook_camera.MoveHorizontal(-g_freelook_camera.GetSpeed() * dt);
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if (m_move_buttons->controls[MoveButtons::Forward]->GetState<bool>())
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g_freelook_camera.MoveForward(g_freelook_camera.GetSpeed());
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g_freelook_camera.MoveForward(g_freelook_camera.GetSpeed() * dt);
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if (m_move_buttons->controls[MoveButtons::Backward]->GetState<bool>())
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g_freelook_camera.MoveForward(-g_freelook_camera.GetSpeed());
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g_freelook_camera.MoveForward(-g_freelook_camera.GetSpeed() * dt);
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if (m_fov_buttons->controls[FieldOfViewButtons::IncreaseX]->GetState<bool>())
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g_freelook_camera.IncreaseFovX(g_freelook_camera.GetFovStepSize());
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g_freelook_camera.IncreaseFovX(g_freelook_camera.GetFovStepSize() * dt);
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if (m_fov_buttons->controls[FieldOfViewButtons::DecreaseX]->GetState<bool>())
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g_freelook_camera.IncreaseFovX(-1.0f * g_freelook_camera.GetFovStepSize());
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g_freelook_camera.IncreaseFovX(-1.0f * g_freelook_camera.GetFovStepSize() * dt);
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if (m_fov_buttons->controls[FieldOfViewButtons::IncreaseY]->GetState<bool>())
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g_freelook_camera.IncreaseFovY(g_freelook_camera.GetFovStepSize());
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g_freelook_camera.IncreaseFovY(g_freelook_camera.GetFovStepSize() * dt);
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if (m_fov_buttons->controls[FieldOfViewButtons::DecreaseY]->GetState<bool>())
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g_freelook_camera.IncreaseFovY(-1.0f * g_freelook_camera.GetFovStepSize());
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g_freelook_camera.IncreaseFovY(-1.0f * g_freelook_camera.GetFovStepSize() * dt);
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if (m_speed_buttons->controls[SpeedButtons::Decrease]->GetState<bool>())
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g_freelook_camera.ModifySpeed(1.0f / 1.1f);
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g_freelook_camera.ModifySpeed(g_freelook_camera.GetSpeed() * -0.9 * dt);
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if (m_speed_buttons->controls[SpeedButtons::Increase]->GetState<bool>())
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g_freelook_camera.ModifySpeed(1.1f);
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g_freelook_camera.ModifySpeed(g_freelook_camera.GetSpeed() * 1.1 * dt);
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if (m_speed_buttons->controls[SpeedButtons::Reset]->GetState<bool>())
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g_freelook_camera.ResetSpeed();
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@ -265,18 +265,18 @@ void FreeLookCamera::Rotate(const Common::Quaternion& amt)
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void FreeLookCamera::IncreaseFovX(float fov)
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{
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m_fov_x += fov;
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m_fov_x = std::clamp(m_fov_x, m_fov_step_size, m_fov_x);
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m_fov_x = std::clamp(m_fov_x, m_min_fov_multiplier, m_fov_x);
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}
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void FreeLookCamera::IncreaseFovY(float fov)
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{
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m_fov_y += fov;
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m_fov_y = std::clamp(m_fov_y, m_fov_step_size, m_fov_y);
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m_fov_y = std::clamp(m_fov_y, m_min_fov_multiplier, m_fov_y);
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}
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float FreeLookCamera::GetFovStepSize() const
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{
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return m_fov_step_size;
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return 1.5f;
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}
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void FreeLookCamera::Reset()
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@ -287,14 +287,15 @@ void FreeLookCamera::Reset()
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m_dirty = true;
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}
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void FreeLookCamera::ModifySpeed(float multiplier)
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void FreeLookCamera::ModifySpeed(float amt)
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{
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m_speed *= multiplier;
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m_speed += amt;
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m_speed = std::clamp(m_speed, 0.0f, m_speed);
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}
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void FreeLookCamera::ResetSpeed()
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{
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m_speed = 1.0f;
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m_speed = 60.0f;
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}
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float FreeLookCamera::GetSpeed() const
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@ -78,8 +78,8 @@ private:
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std::optional<FreeLook::ControlType> m_current_type;
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std::unique_ptr<CameraController> m_camera_controller;
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float m_fov_step_size = 0.025f;
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float m_speed = 1.0f;
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float m_min_fov_multiplier = 0.025f;
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float m_speed = 60.0f;
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};
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extern FreeLookCamera g_freelook_camera;
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