extract orbital camera into separate file

This commit is contained in:
2026-02-22 14:29:04 +01:00
parent 7bc1eaae75
commit 157985df6b
8 changed files with 140 additions and 140 deletions

80
src/camera.cpp Normal file
View File

@ -0,0 +1,80 @@
#include "camera.hpp"
auto OrbitCamera3D::Update(const Vector3 &current_target) -> void {
Vector2 mouse = GetMousePosition();
if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
dragging = true;
last_mouse = mouse;
} else if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
panning = true;
target_lock = false;
last_mouse = mouse;
}
}
if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) {
dragging = false;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
panning = false;
}
if (IsKeyPressed(KEY_L)) {
target_lock = !target_lock;
}
if (dragging) {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
last_mouse = mouse;
angle_x -= dx.x * ROT_SPEED / 200.0;
angle_y += dx.y * ROT_SPEED / 200.0;
angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
}
if (panning) {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
last_mouse = mouse;
// float speed = PAN_SPEED;
float speed;
if (IsKeyDown(KEY_LEFT_SHIFT)) {
speed = distance * PAN_SPEED / 1000.0 * PAN_MULTIPLIER;
} else {
speed = distance * PAN_SPEED / 1000.0;
}
Vector3 forward =
Vector3Normalize(Vector3Subtract(camera.target, camera.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
Vector3 offset = Vector3Add(Vector3Scale(right, -dx.x * speed),
Vector3Scale(up, dx.y * speed));
target = Vector3Add(target, offset);
}
if (target_lock) {
target = current_target;
}
if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
} else {
distance -= wheel * ZOOM_SPEED;
}
}
distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
// Spherical coordinates
float x = cos(angle_y) * sin(angle_x) * distance;
float y = sin(angle_y) * distance;
float z = cos(angle_y) * cos(angle_x) * distance;
camera.position = Vector3Add(target, Vector3(x, y, z));
camera.target = target;
}

View File

@ -46,10 +46,11 @@ auto main(int argc, char *argv[]) -> int {
InitWindow(INITIAL_WIDTH * 2, INITIAL_HEIGHT + MENU_HEIGHT, "MassSprings");
// Game setup
Renderer renderer;
OrbitCamera3D camera;
Renderer renderer(camera);
MassSpringSystem mass_springs;
StateManager state = StateManager(mass_springs);
InputHandler input = InputHandler(state, renderer);
StateManager state(mass_springs);
InputHandler input(state, renderer);
// Game loop
#ifdef PRINT_TIMINGS
@ -68,7 +69,8 @@ auto main(int argc, char *argv[]) -> int {
// Input update
state.previous_state = state.current_state;
input.HandleInput();
state.UpdateGraph();
state.UpdateGraph(); // Add state added after user input
camera.Update(mass_springs.GetMass(state.current_state).position);
// Physics update
#ifdef PRINT_TIMINGS
@ -98,7 +100,6 @@ auto main(int argc, char *argv[]) -> int {
std::chrono::high_resolution_clock::now();
#endif
renderer.UpdateCamera(mass_springs, state.current_state);
renderer.UpdateTextureSizes();
renderer.DrawMassSprings(mass_springs, state.current_state,
state.winning_states);

View File

@ -15,91 +15,6 @@
#include <cstring>
#endif
auto OrbitCamera3D::Update(const Mass &current_mass) -> void {
Vector2 mouse = GetMousePosition();
if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
dragging = true;
last_mouse = mouse;
} else if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
panning = true;
target_lock = false;
last_mouse = mouse;
}
}
if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) {
dragging = false;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
panning = false;
}
if (IsKeyPressed(KEY_L)) {
target_lock = !target_lock;
}
if (dragging) {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
last_mouse = mouse;
angle_x -= dx.x * ROT_SPEED / 200.0;
angle_y += dx.y * ROT_SPEED / 200.0;
angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
}
if (panning) {
Vector2 dx = Vector2Subtract(mouse, last_mouse);
last_mouse = mouse;
// float speed = PAN_SPEED;
float speed;
if (IsKeyDown(KEY_LEFT_SHIFT)) {
speed = distance * PAN_SPEED / 1000.0 * PAN_MULTIPLIER;
} else {
speed = distance * PAN_SPEED / 1000.0;
}
Vector3 forward =
Vector3Normalize(Vector3Subtract(camera.target, camera.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
Vector3 offset = Vector3Add(Vector3Scale(right, -dx.x * speed),
Vector3Scale(up, dx.y * speed));
target = Vector3Add(target, offset);
}
if (target_lock) {
target = current_mass.position;
}
if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
} else {
distance -= wheel * ZOOM_SPEED;
}
}
distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
// Spherical coordinates
float x = cos(angle_y) * sin(angle_x) * distance;
float y = sin(angle_y) * distance;
float z = cos(angle_y) * cos(angle_x) * distance;
camera.position = Vector3Add(target, Vector3(x, y, z));
camera.target = target;
}
auto Renderer::UpdateCamera(const MassSpringSystem &mass_springs,
const State &current) -> void {
const Mass &c = mass_springs.masses.at(current);
camera.Update(c);
}
auto Renderer::UpdateTextureSizes() -> void {
if (!IsWindowResized()) {
return;
@ -128,6 +43,8 @@ auto Renderer::AllocateGraphInstancing(const MassSpringSystem &mass_springs)
instancing_shader.locs[SHADER_LOC_VECTOR_VIEW] =
GetShaderLocation(instancing_shader, "viewPos");
vertex_mat = LoadMaterialDefault();
vertex_mat.maps[MATERIAL_MAP_DIFFUSE].color = VERTEX_COLOR;
vertex_mat.shader = instancing_shader;
transforms = (Matrix *)MemAlloc(mass_springs.masses.size() * sizeof(Matrix));