Simplify camera controllers perspective movement calculation
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@@ -119,25 +119,23 @@ LuaScript = {
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-- WASD movement
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if Input.isKeyPressed(keyCode("GLFW_KEY_W")) then
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self.transform.translate = glm.vec3( self.transform.translate + cameraSpeed * self.transform.rotate )
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self.transform.translate = self.transform.translate + self.transform.rotate * cameraSpeed
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_S")) then
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self.transform.translate = glm.vec3( self.transform.translate - cameraSpeed * self.transform.rotate )
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self.transform.translate = self.transform.translate - self.transform.rotate * cameraSpeed
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_A")) then
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self.transform.translate = glm.vec3( self.transform.translate -
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glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed )
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self.transform.translate = self.transform.translate - glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_D")) then
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self.transform.translate = glm.vec3( self.transform.translate +
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glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed )
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self.transform.translate = self.transform.translate + glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed
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end
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-- Up / down movement
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if Input.isKeyPressed(keyCode("GLFW_KEY_SPACE")) then
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self.transform.translate = glm.vec3( self.transform.translate.x, self.transform.translate.y + cameraSpeed, self.transform.translate.z )
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self.transform.translate.y = self.transform.translate.y + cameraSpeed
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_LEFT_SHIFT")) then
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self.transform.translate = glm.vec3( self.transform.translate.x, self.transform.translate.y - cameraSpeed, self.transform.translate.z )
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self.transform.translate.y = self.transform.translate.y - cameraSpeed
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end
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end,
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@@ -98,25 +98,23 @@ namespace Inferno {
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// WASD movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_W"))) {
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transform->translate = { transform->translate + cameraSpeed * transform->rotate };
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transform->translate += transform->rotate * cameraSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_S"))) {
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transform->translate = { transform->translate - cameraSpeed * transform->rotate };
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transform->translate -= transform->rotate * cameraSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_A"))) {
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transform->translate = { transform->translate -
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glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed };
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transform->translate -= glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_D"))) {
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transform->translate = { transform->translate +
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glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed };
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transform->translate += glm::normalize(glm::cross(transform->rotate, m_camera->up)) * cameraSpeed;
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}
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// Up / down movement
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_SPACE"))) {
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transform->translate = { transform->translate.x, transform->translate.y + cameraSpeed, transform->translate.z };
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transform->translate.y += cameraSpeed;
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}
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if (Input::isKeyPressed(KeyCode("GLFW_KEY_LEFT_SHIFT"))) {
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transform->translate = { transform->translate.x, transform->translate.y - cameraSpeed, transform->translate.z };
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transform->translate.y -= cameraSpeed;
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}
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}
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}
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