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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,
move_speed: f32 = SPEED,
mouse_sensitivity: f32 = SENSITIVITY,
zoom: f32 = ZOOM,
) -> ^Camera {
c := new(Camera)
c.front = front
c.position = position
c.world_up = up
c.yaw = yaw
c.pitch = pitch
c.up = up
c.mouse_sensitivity = mouse_sensitivity
c.zoom = zoom
c.move_speed = move_speed
_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_in, yoffset_in: f32,
constraint_pitch: bool = true,
) {
xoffset: f32 = xoffset_in * mouse_sensitivity
yoffset: f32 = yoffset_in * mouse_sensitivity
yaw += xoffset
pitch += yoffset
if constraint_pitch {
if pitch > 89.0 {
pitch = 89.0
}
if pitch < -89.0 {
pitch = -89.0
}
}
_update_camera_vectors(camera)
}
process_mouse_scroll :: proc(using camera: ^Camera, yoffset: f32) {
zoom -= yoffset
if zoom < 1.0 {
zoom = 1.0
}
if zoom > 45.0 {
zoom = 45.0
}
}
@(private)
_update_camera_vectors :: proc(using camera: ^Camera) {
front_x: f32 = math.cos(la.to_radians(yaw)) * math.cos(la.to_radians(pitch))
front_y: f32 = math.sin(la.to_radians(pitch))
front_z: f32 = math.sin(la.to_radians(yaw)) * math.cos(la.to_radians(pitch))
front = la.vector_normalize(Vec3{front_x, front_y, front_z})
right = la.vector_normalize(la.vector_cross3(camera.front, camera.world_up))
up = la.vector_normalize(la.vector_cross3(camera.right, camera.front))
}
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