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path: root/gfx/manualCameraController.cpp
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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;
}