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authoriurii plugatarov <[email protected]>2024-08-17 23:08:09 +0200
committeriurii plugatarov <[email protected]>2024-08-17 23:08:09 +0200
commitc3ccbf088a9be28360d62b0b3b82f179b516408f (patch)
treedb369571febeaa08d822c12e959150c642a453db /src/camera
parentbffd8120e31541c87baf128f3eb204f7acfe46d7 (diff)
downloadfunhalla-c3ccbf088a9be28360d62b0b3b82f179b516408f.tar.gz
add camera module
Diffstat (limited to '')
-rw-r--r--src/camera/camera.odin130
1 files changed, 130 insertions, 0 deletions
diff --git a/src/camera/camera.odin b/src/camera/camera.odin
new file mode 100644
index 0000000..1ab1f39
--- /dev/null
+++ b/src/camera/camera.odin
@@ -0,0 +1,130 @@
+package camera
+
+import "core:math"
+import la "core:math/linalg"
+
+Vec3 :: la.Vector3f32
+Mat4 :: la.Matrix4x4f32
+
+CameraMovement :: enum {
+	FORWARD,
+	BACKWARD,
+	LEFT,
+	RIGHT,
+}
+
+YAW: f32 : -90
+PITCH: f32 : 0.0
+SPEED: f32 : 2.5
+SENSITIVITY: f32 : 0.1
+ZOOM: f32 : 45.0
+
+
+Camera :: struct {
+	position:          Vec3,
+	front:             Vec3,
+	up:                Vec3,
+	right:             Vec3,
+	world_up:          Vec3,
+	yaw:               f32,
+	pitch:             f32,
+	move_speed:        f32,
+	mouse_sensitivity: f32,
+	zoom:              f32,
+}
+
+
+DEFAULT_POSITION :: Vec3{0.0, 0.0, 0.0}
+DEFAULT_UP :: Vec3{0.0, 1.0, 0.0}
+DEFAULT_FRONT :: Vec3{0.0, 0.0, -1.0}
+
+camera_init :: proc(
+	position: Vec3 = Vec3{0.0, 0.0, 0.0},
+	up: Vec3 = DEFAULT_UP,
+	yaw: f32 = YAW,
+	pitch: f32 = PITCH,
+	front: Vec3 = DEFAULT_FRONT,
+) -> ^Camera {
+	c := new(Camera)
+	c.position = position
+	c.world_up = up
+	c.yaw = yaw
+	c.pitch = pitch
+	_update_camera_vectors(c)
+	return c
+}
+
+get_view_matrix :: proc(using camera: ^Camera) -> Mat4 {
+	return la.matrix4_look_at(position, position + front, up)
+}
+
+process_keyboard :: proc(using camera: ^Camera, direction: CameraMovement, dt: f32) {
+	velocity: f32 = move_speed * dt
+
+	if direction == .FORWARD {
+		position += front * velocity
+	}
+	if direction == .BACKWARD {
+		position -= front * velocity
+	}
+
+	if direction == .LEFT {
+		position -= right * velocity
+	}
+
+	if direction == .RIGHT {
+		position += right * velocity
+	}
+}
+
+process_mouse_move :: proc(
+	using camera: ^Camera,
+	xoffset, yoffset: f32,
+	constraint_pitch: bool = true,
+) {
+	xoffset *= mouse_sensitivity
+	yoffset *= mouse_sensitivity
+
+	yaw += xoffset
+	pitch += yoffset
+
+	if constraint_pitch {
+		if pitch > 89.0 {
+			pitch = 89.0
+		}
+
+		if pitch < -89.0 {
+			pitch = -89.0
+		}
+	}
+}
+
+process_mouse_scroll :: proc(
+  using camera: ^Camera,
+  yoffset : f32
+) -> {
+  zoom -= yoffset
+
+  if zoom < 1.0 {
+    zoom = 1.0
+  }
+
+  if zoom > 45.0 {
+    zooom = 45.0
+  }
+}
+
+
+@(private)
+_update_camera_vectors :: proc(camera: ^Camera) {
+	using math
+	using la
+
+	front_x: f32 = cos(to_radians(yaw)) * cos(to_radians(pitch))
+	front_y: f32 = cos(to_radians(pitch))
+	front_z: f32 = sin(to_radians(yaw)) * cos(to_radians(pitch))
+
+	camera.front = vector_normalize(Vec3{front_x, front_y, front_z})
+	camera.right = vector_normalize(vector_cross3(camera.front, camera.world_up))
+	camera.up = vector_normalize(vector_cross3(camera.right, camera.front))
+}