Added camera movement option to Cube

pull/1/head
Caleb Cornett 2023-01-07 10:47:08 -05:00
parent 0898284506
commit efac8a0108
2 changed files with 46 additions and 3 deletions

View File

@ -31,6 +31,7 @@ namespace MoonWorks.Test
private Quaternion cubeRotation = Quaternion.Identity;
private Quaternion previousCubeRotation = Quaternion.Identity;
private bool depthOnlyEnabled = false;
private Vector3 camPos = new Vector3(0, 1.5f, 4f);
struct ViewProjectionUniforms
{
@ -330,7 +331,8 @@ namespace MoonWorks.Test
finishedLoading = true;
Logger.LogInfo("Finished loading!");
Logger.LogInfo("Press Down to toggle Depth-Only Mode");
Logger.LogInfo("Press Left to toggle Depth-Only Mode");
Logger.LogInfo("Press Down to move the camera upwards");
}
protected override void Update(System.TimeSpan delta)
@ -345,7 +347,16 @@ namespace MoonWorks.Test
cubeTimer * 2f
);
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Bottom))
if (TestUtils.CheckButtonDown(Inputs, TestUtils.ButtonType.Bottom))
{
camPos.Y = System.MathF.Min(camPos.Y + 0.2f, 15f);
}
else
{
camPos.Y = System.MathF.Max(camPos.Y - 0.4f, 1.5f);
}
if (TestUtils.CheckButtonPressed(Inputs, TestUtils.ButtonType.Left))
{
depthOnlyEnabled = !depthOnlyEnabled;
Logger.LogInfo("Depth-Only Mode enabled: " + depthOnlyEnabled);
@ -361,7 +372,7 @@ namespace MoonWorks.Test
depthUniforms.ZFar
);
Matrix4x4 view = Matrix4x4.CreateLookAt(
new Vector3(0, 1.5f, 4f),
camPos,
Vector3.Zero,
Vector3.Up
);

View File

@ -94,5 +94,37 @@ namespace MoonWorks.Test
return pressed;
}
public static bool CheckButtonDown(Input.Inputs inputs, ButtonType buttonType)
{
bool down = false;
if (buttonType == ButtonType.Left)
{
down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadLeft.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.A) ||
inputs.Keyboard.IsDown(Input.KeyCode.Left)
);
}
else if (buttonType == ButtonType.Bottom)
{
down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadDown.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.S) ||
inputs.Keyboard.IsDown(Input.KeyCode.Down)
);
}
else if (buttonType == ButtonType.Right)
{
down = (
(inputs.GamepadExists(0) && inputs.GetGamepad(0).DpadRight.IsDown) ||
inputs.Keyboard.IsDown(Input.KeyCode.D) ||
inputs.Keyboard.IsDown(Input.KeyCode.Right)
);
}
return down;
}
}
}