45 lines
1.3 KiB
Rust
45 lines
1.3 KiB
Rust
use cgmath::{Point3, Deg, Vector3, Rad, InnerSpace};
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use crate::input::Input;
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pub struct Player {
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pub position: Point3<f32>,
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pub rot_x: Deg<f32>,
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}
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impl Player {
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pub fn sin_cos(&self) -> (f32, f32) {
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return Rad::from(self.rot_x).0.sin_cos();
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}
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pub fn forward_right(&self) -> (Vector3<f32>, Vector3<f32>) {
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let (sin, cos) = self.sin_cos();
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let forward = Vector3::new(cos, 0.0, sin).normalize();
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let right = Vector3::new(-sin, 0.0, cos).normalize();
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return (forward, right);
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}
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pub fn update_pos(&mut self, input: &Input, dt: f32) {
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let (forward, right) = self.forward_right();
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self.position += forward * (input.amount_forward - input.amount_backward) * (input.speed * dt);
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self.position += right * (input.amount_right - input.amount_left) * (input.speed * dt);
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self.position.y += (input.amount_up - input.amount_down) * (input.speed * dt);
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return;
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}
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pub fn update_rot(&mut self, input: &Input, sf: f32) {
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// doesn't need dt because the input is not continuous.
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let (dx, _) = input.mouse_moved;
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self.rot_x += Deg((dx / input.dots_per_deg) * sf);
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return;
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}
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pub fn adapt_pos_for_camera(&self) -> Point3<f32> {
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let mut target = self.position;
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target += self.forward_right().1 * (0.0/* player half width */ + 0.0/* additional offset */);
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return target;
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}
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} |