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#include "manualCameraController.h"
#include <algorithm>
#include <cmath>
#include <gfx/gl/camera.h>
#include <maths.h>
bool
ManualCameraController::handleInput(SDL_Event & e)
{
switch (e.type) {
case SDL_KEYDOWN:
switch (e.key.keysym.sym) {
case SDLK_LCTRL:
case SDLK_RCTRL:
ctrl = true;
return true;
}
break;
case SDL_KEYUP:
switch (e.key.keysym.sym) {
case SDLK_LCTRL:
case SDLK_RCTRL:
ctrl = false;
return true;
}
break;
case SDL_MOUSEBUTTONDOWN:
switch (e.button.button) {
case SDL_BUTTON_RIGHT:
SDL_SetRelativeMouseMode(SDL_TRUE);
mrb = true;
return true;
}
break;
case SDL_MOUSEBUTTONUP:
switch (e.button.button) {
case SDL_BUTTON_RIGHT:
SDL_SetRelativeMouseMode(SDL_FALSE);
mrb = false;
return true;
}
break;
case SDL_MOUSEMOTION:
if (mrb) {
if (ctrl) {
direction -= 0.01F * e.motion.xrel;
pitch = std::clamp(pitch - 0.01F * e.motion.yrel, 0.1F, half_pi);
}
else {
focus.x += cos(direction) * e.motion.xrel + sin(direction) * e.motion.yrel;
focus.y += cos(direction) * e.motion.yrel - sin(direction) * e.motion.xrel;
}
}
return true;
case SDL_MOUSEWHEEL:
dist = std::clamp(dist - e.wheel.y * 4.F, 5.F, 200.F);
break;
}
return false;
}
void
ManualCameraController::updateCamera(Camera * camera) const
{
const auto rel {glm::normalize(glm::vec3 {sin(direction), -sin(pitch), cos(direction)})};
camera->pos = !focus + up * 3.F - (rel * std::pow(dist, 1.3F));
camera->forward = glm::normalize(rel);
camera->up = up;
}
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