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Add Look left & right in vehicles
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@ -176,6 +176,7 @@ void IngameState::tick(float dt)
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autolookTimer = std::max(autolookTimer - dt, 0.f);
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auto player = game->getPlayer();
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const auto& input = getWorld()->state->input;
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if( player && player->isInputEnabled() )
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{
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float viewDistance = 4.f;
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@ -255,12 +256,29 @@ void IngameState::tick(float dt)
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// Non-topdown camera can orbit
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if( camMode != IngameState::CAMERA_TOPDOWN )
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{
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// Determine the "ideal" camera position for the current view angles
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auto yaw = glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f,-1.f));
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auto pitch = glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
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auto cameraOffset =
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yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
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cameraPosition = targetPosition + cameraOffset;
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bool lookleft = input.pressed(GameInputState::LookLeft);
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bool lookright = input.pressed(GameInputState::LookRight);
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if ((lookleft || lookright) && vehicle != nullptr) {
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auto rotation = vehicle->getRotation();
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if (! lookright) {
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rotation *= glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f,-1.f));
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}
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else if (! lookleft) {
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rotation *= glm::angleAxis(glm::half_pi<float>(), glm::vec3(0.f, 0.f, 1.f));
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}
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cameraPosition = targetPosition + rotation * glm::vec3(0.f, viewDistance, 0.f);
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}
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else {
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// Determine the "ideal" camera position for the current view
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// angles
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auto yaw =
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glm::angleAxis(m_cameraAngles.x, glm::vec3(0.f, 0.f, -1.f));
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auto pitch =
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glm::angleAxis(m_cameraAngles.y, glm::vec3(0.f, 1.f, 0.f));
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auto cameraOffset =
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yaw * pitch * glm::vec3(0.f, 0.f, viewDistance);
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cameraPosition = targetPosition + cameraOffset;
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}
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}
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else
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{
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@ -285,8 +303,6 @@ void IngameState::tick(float dt)
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angle = glm::quat( glm::vec3(0.f, 0.f, angleYaw) );
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glm::vec3 movement;
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// Update player input
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const auto& input = getWorld()->state->input;
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movement.x = input[GameInputState::GoForward] - input[GameInputState::GoBackwards];
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movement.y = input[GameInputState::GoLeft] - input[GameInputState::GoRight];
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/// @todo replace with correct sprint behaviour
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