Files
cpp-masssprings/src/camera.cpp

98 lines
2.6 KiB
C++

#include "camera.hpp"
#include "config.hpp"
#include "util.hpp"
#include <iostream>
#include <raylib.h>
#include <raymath.h>
auto OrbitCamera3D::HandleCameraInput() -> Vector2 {
Vector2 mouse = GetMousePosition();
if (mouse.x >= GetScreenWidth() / 2.0 && mouse.y >= MENU_HEIGHT) {
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) {
rotating = true;
last_mouse = mouse;
} else if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
panning = true;
target_lock = false;
last_mouse = mouse;
}
// Zoom
float wheel = GetMouseWheelMove();
if (IsKeyDown(KEY_LEFT_SHIFT)) {
distance -= wheel * ZOOM_SPEED * ZOOM_MULTIPLIER;
} else {
distance -= wheel * ZOOM_SPEED;
}
}
if (IsMouseButtonReleased(MOUSE_RIGHT_BUTTON)) {
rotating = false;
}
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) {
panning = false;
}
if (IsKeyPressed(KEY_L)) {
target_lock = !target_lock;
}
return mouse;
}
auto OrbitCamera3D::Update(const Vector3 &current_target) -> void {
Vector2 mouse = HandleCameraInput();
if (rotating) {
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;
if (IsKeyDown(KEY_LEFT_SHIFT)) {
speed = distance * PAN_SPEED / 1000.0 * PAN_MULTIPLIER;
} else {
speed = distance * PAN_SPEED / 1000.0;
}
// The panning needs to happen in camera coordinates, otherwise rotating the
// camera breaks it
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_target = current_target;
target = Vector3MoveTowards(
target, target_target,
CAMERA_SMOOTH_SPEED * GetFrameTime() *
Vector3Length(Vector3Subtract(target, target_target)));
}
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;
}