prosperon/source/engine/camera.c
2021-12-01 03:29:18 +00:00

138 lines
4 KiB
C

#include "camera.h"
#include "gameobject.h"
#include "input.h"
#include <SDL.h>
const float CAMERA_MINSPEED = 1.f;
const float CAMERA_MAXSPEED = 300.f;
const float CAMERA_ROTATESPEED = 6.f;
void cam_goto_object(struct mCamera *cam, struct mTransform *transform)
{
mfloat_t fwd[3] = { 0.f };
vec3_subtract(cam->transform.position, transform->position,
vec3_multiply_f(fwd, trans_forward(fwd, transform),
10.f));
}
void cam_inverse_goto(struct mCamera *cam, struct mTransform *transform)
{
mfloat_t fwd[3] = { 0.f };
vec3_add(transform->position, cam->transform.position,
vec3_multiply_f(fwd, trans_forward(fwd, &cam->transform),
10.f));
}
mfloat_t *getviewmatrix(mfloat_t view[16],
const struct mCamera *const camera)
{
mfloat_t fwd[3] = { 0.f };
mfloat_t look[3] = { 0.f };
vec3_rotate_quat(fwd, FORWARD, camera->transform.rotation);
vec3_add(look, camera->transform.position, fwd);
mat4_look_at(view, camera->transform.position, look, UP);
return view;
/*return mat4_look_at(view, ncam.transform.position,
vec3_add(look, ncam.transform.position,
trans_forward(fwd, &ncam.transform)),
UP); */
}
void camera_2d_update(struct mCamera *camera, float deltaT)
{
static mfloat_t holdvec[3];
static mfloat_t frame[3];
vec3_zero(frame);
if (currentKeystates[SDL_SCANCODE_W])
vec3_add(frame, frame, UP);
if (currentKeystates[SDL_SCANCODE_S])
vec3_add(frame, frame, DOWN);
if (currentKeystates[SDL_SCANCODE_A])
vec3_add(frame, frame, LEFT);
if (currentKeystates[SDL_SCANCODE_D])
vec3_add(frame, frame, RIGHT);
float speedMult = currentKeystates[SDL_SCANCODE_LSHIFT] ? 2.f : 1.f;
if (!vec3_is_zero(frame)) {
vec3_normalize(frame, frame);
vec3_add(camera->transform.position, camera->transform.position,
vec3_multiply_f(frame, frame,
camera->speed * speedMult * deltaT));
}
}
/*
void camera_update(struct mCamera * camera, float mouseX, float mouseY,
const uint8_t * keystate, int32_t mouseWheelY,
float deltaTime)
{
// if (SDL_GetRelativeMouseMode()) vec3_zero(camera->frame_move);
static mfloat_t holdvec[VEC3_SIZE];
vec3_zero(camera->frame_move);
if (currentKeystates[SDL_SCANCODE_W])
vec3_add(camera->frame_move, camera->frame_move,
trans_forward(holdvec, &camera->transform));
if (currentKeystates[SDL_SCANCODE_S])
vec3_subtract(camera->frame_move, camera->frame_move,
trans_forward(holdvec, &camera->transform));
if (currentKeystates[SDL_SCANCODE_A])
vec3_subtract(camera->frame_move, camera->frame_move,
trans_right(holdvec, &camera->transform));
if (currentKeystates[SDL_SCANCODE_D])
vec3_add(camera->frame_move, camera->frame_move,
trans_right(holdvec, &camera->transform));
if (currentKeystates[SDL_SCANCODE_E])
vec3_add(camera->frame_move, camera->frame_move,
trans_up(holdvec, &camera->transform));
if (currentKeystates[SDL_SCANCODE_Q])
vec3_subtract(camera->frame_move, camera->frame_move,
trans_up(holdvec, &camera->transform));
camera->speedMult = currentKeystates[SDL_SCANCODE_LSHIFT] ? 2.f : 1.f;
if (!vec3_is_zero(camera->frame_move)) {
vec3_normalize(camera->frame_move, camera->frame_move);
vec3_add(camera->transform.position, camera->transform.position,
vec3_multiply_f(camera->frame_move, camera->frame_move,
camera->speed * camera->speedMult *
deltaTime));
}
// Adjust speed based on mouse wheel
camera->speed =
clampf(camera->speed + mouseWheelY, CAMERA_MINSPEED,
CAMERA_MAXSPEED);
// TODO: Handle this as additive quaternions
camera->yaw -= mouseX * CAMERA_ROTATESPEED * deltaTime;
camera->pitch -= mouseY * CAMERA_ROTATESPEED * deltaTime;
if (camera->pitch > 89.f)
camera->pitch = 89.f;
if (camera->pitch < -89.f)
camera->pitch = -89.f;
mfloat_t qyaw[4] = {0.f};
mfloat_t qpitch[4] = {0.f};
quat_from_axis_angle(qyaw, UP, camera->yaw);
quat_from_axis_angle(qpitch, RIGHT, camera->pitch);
quat_multiply(camera->transform.rotation, qyaw, qpitch);
}
*/