Files
cpp-masssprings/src/camera.cpp
2026-02-28 18:12:51 +01:00

75 lines
2.4 KiB
C++

#include "camera.hpp"
#include "config.hpp"
#include <raylib.h>
#include <raymath.h>
#ifdef TRACY
#include <tracy/Tracy.hpp>
#endif
auto orbit_camera::rotate(const Vector2 last_mouse, const Vector2 mouse) -> void
{
const auto [dx, dy] = Vector2Subtract(mouse, last_mouse);
angle_x -= dx * ROT_SPEED / 200.0f;
angle_y += dy * ROT_SPEED / 200.0f;
angle_y = Clamp(angle_y, -1.5, 1.5); // Prevent flipping
}
auto orbit_camera::pan(const Vector2 last_mouse, const Vector2 mouse) -> void
{
const auto [dx, dy] = Vector2Subtract(mouse, last_mouse);
float speed;
if (IsKeyDown(KEY_LEFT_SHIFT)) {
speed = distance * PAN_SPEED / 1000.0f * PAN_MULTIPLIER;
} else {
speed = distance * PAN_SPEED / 1000.0f;
}
// The panning needs to happen in camera coordinates, otherwise rotating the
// camera breaks it
const Vector3 forward = Vector3Normalize(Vector3Subtract(camera.target, camera.position));
const Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, camera.up));
const Vector3 up = Vector3Normalize(Vector3CrossProduct(right, forward));
const Vector3 offset = Vector3Add(Vector3Scale(right, -dx * speed), Vector3Scale(up, dy * speed));
target = Vector3Add(target, offset);
}
auto orbit_camera::update(const Vector3& current_target, const Vector3& mass_center, const bool lock,
const bool mass_center_lock) -> void
{
if (lock) {
if (mass_center_lock) {
target = Vector3MoveTowards(target, mass_center,
CAMERA_SMOOTH_SPEED * GetFrameTime() * Vector3Length(
Vector3Subtract(target, mass_center)));
} else {
target = Vector3MoveTowards(target, current_target,
CAMERA_SMOOTH_SPEED * GetFrameTime() * Vector3Length(
Vector3Subtract(target, current_target)));
}
}
distance = Clamp(distance, MIN_CAMERA_DISTANCE, MAX_CAMERA_DISTANCE);
float actual_distance = distance;
if (projection == CAMERA_ORTHOGRAPHIC) {
actual_distance = MAX_CAMERA_DISTANCE;
}
// Spherical coordinates
const float x = cos(angle_y) * sin(angle_x) * actual_distance;
const float y = sin(angle_y) * actual_distance;
const float z = cos(angle_y) * cos(angle_x) * actual_distance;
fov = Clamp(fov, MIN_FOV, MAX_FOV);
camera.position = Vector3Add(target, Vector3(x, y, z));
camera.target = target;
camera.fovy = fov;
camera.projection = projection;
}