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#ifndef CHARACTERCONTROLLERSYSTEM_H
#define CHARACTERCONTROLLERSYSTEM_H
#include "Game/Components/TransformComponent.h"
#include "Game/GameObjects/GameObject.h"
#include "Game/GameWorld.h"
#include "Game/Systems/CollisionSystems/ellipsoidtrianglecollisionsystem.h"
#include <map>
class CharacterControllerSystem : public System
{
public:
CharacterControllerSystem(std::map<std::string, std::shared_ptr<GameObject>>& gameobjects,
std::shared_ptr<Camera>& camera_param,
std::map<int, Input>& input_map,
std::map<std::string, BlackboardData>& global_blackboard);
void draw() override;
void update(double deltaTime) override;
void scrollEvent(double distance) override;
void mousePosEvent(double xpos, double ypos) override;
private:
bool movePlayerLaterally(glm::vec3 dir, glm::vec3 perp, glm::vec3 &m_pos, float dt);
void handlePlayerMovement(double deltaTime);
TransformComponent* getPlayerTransform();
std::map<std::string, std::shared_ptr<GameObject>>& m_gameobjects;
std::shared_ptr<Camera>& camera;
std::map<int, Input>& m_input_map;
void movePlayer(glm::vec3 direction, int key);
void setPlayerPos(glm::vec3 new_pos);
glm::vec3 getPlayerPos();
float jumpPlayer(float &initial_v, double deltaTime, float snapshot_time, float gravity);
glm::vec3 m_pos = glm::vec3(0.f);
float horiz_velocity = .005f;
float snapshot_time = 0.f;
std::map<std::string, BlackboardData>& m_global_blackboard;
float m_currentSpeed = 0.f;
float m_currentTurnSpeed = 0.f;
float RUN_SPEED = 8.f;
float TURN_SPEED = 2.f;
glm::quat m_quat;
glm::vec3 m_axis;
float HALFPI = 0.78539f;
bool gravity = false;
};
#endif // CHARACTERCONTROLLERSYSTEM_H
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