Major scripting update🕹
- Added Input wren module - Added Math wren module - Added Entity wren module - Changed camera API
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@@ -8,13 +8,13 @@ void EditorCamera::Update(Timestep ts)
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float x = Input::GetMouseX();
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float y = Input::GetMouseY();
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if (!controlled && Input::IsMouseButtonPressed(1))
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if (!controlled && Input::IsMouseButtonDown(1))
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{
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mouseLastX = x;
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mouseLastY = y;
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}
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controlled = Input::IsMouseButtonPressed(1);
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controlled = Input::IsMouseButtonDown(1);
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if (!controlled)
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Input::ShowMouse();
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@@ -36,30 +36,30 @@ void EditorCamera::Update(Timestep ts)
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}
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if (m_Type == CAMERA_TYPE::ORTHO) {
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if (Input::IsKeyPressed(GLFW_KEY_RIGHT))
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if (Input::IsKeyDown(GLFW_KEY_RIGHT))
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Translation.x += Speed * ts;
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if (Input::IsKeyPressed(GLFW_KEY_LEFT))
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if (Input::IsKeyDown(GLFW_KEY_LEFT))
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Translation.x -= Speed * ts;
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if (Input::IsKeyPressed(GLFW_KEY_UP))
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if (Input::IsKeyDown(GLFW_KEY_UP))
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Translation.y += Speed * ts;
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if (Input::IsKeyPressed(GLFW_KEY_DOWN))
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if (Input::IsKeyDown(GLFW_KEY_DOWN))
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Translation.y -= Speed * ts;
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}
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else {
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glm::vec3 movement = glm::vec3(0, 0, 0);
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if (Input::IsKeyPressed(GLFW_KEY_D))
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if (Input::IsKeyDown(GLFW_KEY_D))
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movement -= cameraRight * (Speed * ts);
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if (Input::IsKeyPressed(GLFW_KEY_A))
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if (Input::IsKeyDown(GLFW_KEY_A))
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movement += cameraRight * (Speed * ts);
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if (Input::IsKeyPressed(GLFW_KEY_W))
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if (Input::IsKeyDown(GLFW_KEY_W))
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movement += cameraDirection * (Speed * ts);
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if (Input::IsKeyPressed(GLFW_KEY_S))
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if (Input::IsKeyDown(GLFW_KEY_S))
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movement -= cameraDirection * (Speed * ts);
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if (Input::IsKeyPressed(GLFW_KEY_LEFT_SHIFT))
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if (Input::IsKeyDown(GLFW_KEY_LEFT_SHIFT))
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movement -= up * (Speed * ts);
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if (Input::IsKeyPressed(GLFW_KEY_SPACE))
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if (Input::IsKeyDown(GLFW_KEY_SPACE))
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movement += up * (Speed * ts);
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Translation += Vector3(movement);
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