/** * Copyright (c) 2019 Razeware LLC * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * Notwithstanding the foregoing, you may not use, copy, modify, merge, publish, * distribute, sublicense, create a derivative work, and/or sell copies of the * Software in any work that is designed, intended, or marketed for pedagogical or * instructional purposes related to programming, coding, application development, * or information technology. Permission for such use, copying, modification, * merger, publication, distribution, sublicensing, creation of derivative works, * or sale is expressly withheld. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ import MetalKit class InputController { var player: Node? var currentSpeed: Float = 0 var rotationSpeed: Float = 4.0 var translationSpeed: Float = 0.05 { didSet { if translationSpeed > maxSpeed { translationSpeed = maxSpeed } } } let maxSpeed: Float = 0.1 var currentTurnSpeed: Float = 0 var currentPitch: Float = 0 var forward = false // conforming to macOS var keyboardDelegate: Any? } extension InputController { func processEvent(touches: Set, state: InputState, event: UIEvent?) { switch state { case .began, .moved: forward = true case .ended: forward = false default: break } } public func updatePlayer(deltaTime: Float) { guard let player = player else { return } let translationSpeed = deltaTime * self.translationSpeed currentSpeed = forward ? currentSpeed + translationSpeed : currentSpeed - translationSpeed * 2 if currentSpeed < 0 { currentSpeed = 0 } else if currentSpeed > maxSpeed { currentSpeed = maxSpeed } player.rotation.y += currentPitch * deltaTime * rotationSpeed player.position.x += currentSpeed * sin(player.rotation.y) player.position.z += currentSpeed * cos(player.rotation.y) } } enum InputState { case began, moved, ended, cancelled, continued }