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ecsgame/ECS/Components/MouseLook.h

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Mostly functional mouse look Walking doesn't take it into account though...
2020-01-07 20:02:40 +01:00
//
// Created by karl on 07.01.20.
//
#ifndef ECSGAME_MOUSELOOK_H
#define ECSGAME_MOUSELOOK_H
struct MouseLook {
explicit MouseLook(float sensitivity) : sensitivity(sensitivity) {}
float sensitivity;
Cleanup: Moving things where they belong
2020-01-07 22:13:47 +01:00
double yaw = 0.0;
double pitch = 0.0;
Add system to switch between path and manual movement This system automatically checks for entities with both movement methods, and activates/deactivates them when pressing P.
2020-10-03 17:43:24 +02:00
Add interactive path editing The PathMovementSwitchSystem was repurposed to a general InteractivePathSystem for this. It handles switching and adding points, as both seem like sensible possibilities for such entities to have.
2020-10-03 18:05:55 +02:00
glm::quat rotation;
Implement basic shadows Still shadow acne, but working in principle
2020-10-27 21:13:07 +01:00
bool is_active = true;
Mostly functional mouse look Walking doesn't take it into account though...
2020-01-07 20:02:40 +01:00
};
#endif //ECSGAME_MOUSELOOK_H
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