X-Git-Url: http://git.mutantstargoat.com/user/nuclear/?a=blobdiff_plain;f=src%2Fapp.cc;h=e9a4781b6330f62d48561322f775583c3b8611f2;hb=9802d969be55668e4dcc10fe427b0dcdeb6302be;hp=4fd36909468cd645878044958ad58a4751217fe8;hpb=c99f902fd316d625af8f57971561ef035cbfd59f;p=laserbrain_demo diff --git a/src/app.cc b/src/app.cc index 4fd3690..e9a4781 100644 --- a/src/app.cc +++ b/src/app.cc @@ -42,6 +42,8 @@ static bool have_headtracking, should_swap; static int prev_mx, prev_my; static bool bnstate[8]; static bool keystate[256]; +static Vec2 joy_move, joy_look; +static float joy_deadzone = 0.01; static Mat4 view_matrix, mouse_view_matrix, proj_matrix; static TextureSet texman; @@ -94,7 +96,7 @@ bool app_init(int argc, char **argv) glClearColor(0.2, 0.2, 0.2, 1.0); scn = new Scene(&texman); - if(!load_scene(scn, "data/museum.scene")) { + if(!load_scene(scn, opt.scenefile ? opt.scenefile : "data/museum.scene")) { return false; } @@ -166,6 +168,31 @@ static void update(float dt) float speed = walk_speed * dt; Vec3 dir; + // joystick + float jdeadsq = joy_deadzone * joy_deadzone; + float jmove_lensq = length_sq(joy_move); + float jlook_lensq = length_sq(joy_look); + + if(jmove_lensq > jdeadsq) { + float len = sqrt(jmove_lensq); + jmove_lensq -= jdeadsq; + + float mag = len * len; + dir.x += mag * joy_move.x / len * 2.0 * speed; + dir.z += mag * joy_move.y / len * 2.0 * speed; + } + if(jlook_lensq > jdeadsq) { + float len = sqrt(jlook_lensq); + jlook_lensq -= jdeadsq; + + float mag = len * len; + cam_theta += mag * joy_look.x / len * 200.0 * dt; + cam_phi += mag * joy_look.y / len * 100.0 * dt; + if(cam_phi < -90.0f) cam_phi = -90.0f; + if(cam_phi > 90.0f) cam_phi = 90.0f; + } + + // keyboard move if(keystate[(int)'w']) { dir.z -= speed; } @@ -467,3 +494,26 @@ void app_mouse_delta(int dx, int dy) mouse_look(dx * mouse_speed, dy * mouse_speed); } } + +void app_gamepad_axis(int axis, float val) +{ + switch(axis) { + case 0: + joy_move.x = val; + break; + case 1: + joy_move.y = val; + break; + + case 2: + joy_look.x = val; + break; + case 3: + joy_look.y = val; + break; + } +} + +void app_gamepad_button(int bn, bool pressed) +{ +}