implement smooth camera

This commit is contained in:
2026-02-23 14:27:56 +01:00
parent 861fb34d39
commit 6698ace0c6
4 changed files with 44 additions and 19 deletions

View File

@ -11,19 +11,25 @@ class OrbitCamera3D {
private:
Camera camera;
Vector3 position;
Vector3 target;
Vector3 target_target;
float distance;
float angle_x;
float angle_y;
// Input
Vector2 last_mouse;
bool dragging;
bool rotating;
bool panning;
bool target_lock;
public:
OrbitCamera3D()
: camera({0}), target(Vector3Zero()), distance(CAMERA_DISTANCE),
angle_x(0.0), angle_y(0.0), last_mouse(Vector2Zero()), dragging(false),
: camera({0}), position(Vector3Zero()), target(Vector3Zero()),
target_target(Vector3Zero()), distance(CAMERA_DISTANCE), angle_x(0.0),
angle_y(0.0), last_mouse(Vector2Zero()), rotating(false),
panning(false), target_lock(true) {
camera.position = Vector3(0, 0, -1.0 * distance);
camera.target = target;
@ -35,6 +41,8 @@ public:
~OrbitCamera3D() {}
public:
auto HandleCameraInput() -> Vector2;
auto Update(const Vector3 &current_target) -> void;
};

View File

@ -28,6 +28,7 @@ constexpr float ZOOM_MULTIPLIER = 4.0;
constexpr float PAN_SPEED = 2.0;
constexpr float PAN_MULTIPLIER = 10.0;
constexpr float ROT_SPEED = 1.0;
constexpr float CAMERA_SMOOTH_SPEED = 15.0;
// Physics Engine
constexpr float SIM_SPEED = 4.0; // How large each update should be
@ -38,7 +39,7 @@ constexpr float DAMPENING_CONSTANT = 1.0; // Mass spring system
constexpr float REST_LENGTH = 2.0; // Mass spring system
constexpr float VERLET_DAMPENING = 0.05; // [0, 1]
constexpr float BH_FORCE = 2.0; // BH: [1.0, 3.0]
constexpr float THETA = 1.0; // Barnes-Hut [0.5, ~]
constexpr float THETA = 1.0; // Barnes-Hut [0.5, 1.0]
constexpr float SOFTENING = 0.01; // Barnes-Hut [0.01, 1.0]
constexpr float GRID_FORCE = 0.02; // Grid: [0.0, ~0.05]
constexpr float REPULSION_RANGE = 5.0 * REST_LENGTH; // Grid