44 _cameraControl =
true;
49 _cameraControl =
false;
53 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
62 forward = glm::normalize(forward);
68 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
77 backward = glm::normalize(backward);
83 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
97 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
111 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
113 glm::vec3
down = glm::vec3(0.0f, -1.0f, 0.0f);
118 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
120 glm::vec3
up = glm::vec3(0.0f, 1.0f, 0.0f);
125 if (_cameraControl) {
126 auto&
cameraTransform = RegistryViewer::write<TransformComponent>(*RegistryViewer::getEntity<MainCameraTag>());
128 float xOffset =
static_cast<float>(
mousePosition.x - _previousMousePosition.x) * MOUSE_SENSITIVITY;
129 float yOffset =
static_cast<float>(_previousMousePosition.y -
mousePosition.y) * MOUSE_SENSITIVITY;
132 orientation.y -= glm::radians(
xOffset);
133 orientation.x += glm::radians(
yOffset);
135 if (orientation.x > glm::radians(89.0f))
136 orientation.x = glm::radians(89.0f);
137 if (orientation.x < glm::radians(-89.0f))
138 orientation.x = glm::radians(-89.0f);