Added a function for editor camera update
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@ -8,8 +8,58 @@
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namespace SHADE
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{
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void SHCameraSystem::UpdateEditorCamera(double dt) noexcept
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{
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auto& camera = editorCamera;
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SHVec3 view, right, UP;
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GetCameraAxis(camera, view, right, UP);
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::A))
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{
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camera.position -= right * dt * camera.movementSpeed;
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camera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::D))
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{
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camera.position += right * dt * camera.movementSpeed;
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camera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::W))
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{
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camera.position += view * dt * camera.movementSpeed;
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camera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::S))
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{
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camera.position -= view * dt * camera.movementSpeed;
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camera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::Q))
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{
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camera.position += UP * dt * camera.movementSpeed;
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camera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::E))
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{
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camera.position -= UP * dt * camera.movementSpeed;
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camera.dirtyView = true;
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}
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if (SHInputManager::GetKey(SHInputManager::SH_KEYCODE::RMB))
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{
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double mouseX, mouseY;
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SHInputManager::GetMouseVelocity(&mouseX, &mouseY);
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//std::cout << camera.yaw << std::endl;
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camera.pitch -= mouseY * dt * camera.turnSpeed.x;
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camera.yaw -= mouseX * dt * camera.turnSpeed.y;
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camera.dirtyView = true;
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}
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UpdateCameraComponent(editorCamera);
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}
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void SHCameraSystem::EditorCameraUpdate::Execute(double dt) noexcept
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{
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SHCameraSystem* system = static_cast<SHCameraSystem*>(GetSystem());
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@ -222,6 +272,9 @@ namespace SHADE
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}
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void SHCameraSystem::ClampCameraRotation(SHCameraComponent& camera) noexcept
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{
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if (camera.pitch > 85)
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camera.SetPitch(85);
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if (camera.pitch < -85)
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@ -50,7 +50,7 @@ namespace SHADE
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DirectorHandle CreateDirector() noexcept;
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DirectorHandle GetDirector(size_t index) noexcept;
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void ClampCameraRotation(SHCameraComponent& camera) noexcept;
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void UpdateEditorCamera(double dt) noexcept;
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protected:
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void UpdateCameraComponent(SHCameraComponent& camera) noexcept;
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