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#include "manualCameraController.h"
#include <algorithm>
#include <cmath>
#include <gfx/gl/camera.h>
#include <maths.h>
bool
ManualCameraController::handleInput(const SDL_Event & e, const Position &)
{
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;
case SDLK_KP_8:
direction = 0;
break;
case SDLK_KP_4:
direction = -half_pi;
break;
case SDLK_KP_6:
direction = half_pi;
break;
case SDLK_KP_2:
direction = pi;
break;
}
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 * static_cast<float>(e.motion.xrel);
pitch = std::clamp(pitch - 0.01F * static_cast<float>(e.motion.yrel), 0.1F, half_pi);
}
else {
focus += rotate_flat(-direction) * (Position2D {-e.motion.xrel, e.motion.yrel} * dist / 2.0F);
}
}
return true;
case SDL_MOUSEWHEEL:
dist = std::clamp(dist - static_cast<float>(e.wheel.y) * 400.F, 5.F, 200000.F);
break;
}
return false;
}
void
ManualCameraController::render(const UIShader &, const Position &) const
{
}
void
ManualCameraController::updateCamera(Camera * camera) const
{
const auto forward = glm::normalize(sincosf(direction) || -sin(pitch));
camera->setView((focus || 0.F) - forward * 3.F * std::pow(dist, 1.3F), forward);
}
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