#include "camera.h" #include "../util/util_time.h" static const float movementSpeed = 40.0f; Camera *camera_new() { Camera *camera; camera = malloc( sizeof(Camera) ); camera->position = (Vec3){ 0.0f, 6.0f, 0.0f }; camera->viewDirection = (Vec3){ 0.5f, 0.0f, -1.0f }; camera->needsUpdate = true; camera->up = (Vec3){ 0.0f, 1.0f, 0.0f }; return camera; } void camera_move_up(Camera* camera) { Vec3 temp = vec3_scalar_mul(&camera->up, movementSpeed * Time_GetFrameTime()); camera->position = vec3_add(&camera->position, &temp); } void camera_move_down(Camera* camera) { Vec3 temp = vec3_scalar_mul(&camera->up, -movementSpeed * Time_GetFrameTime()); camera->position = vec3_add(&camera->position, &temp); } void camera_move_left(Camera* camera) { Vec3 strafeDirection = vec3_cross_mul(&camera->viewDirection, &camera->up); strafeDirection = vec3_scalar_mul(&strafeDirection, -movementSpeed * Time_GetFrameTime()); camera->position = vec3_add(&camera->position, &strafeDirection); } void camera_move_right(Camera* camera) { Vec3 strafeDirection = vec3_cross_mul(&camera->viewDirection, &camera->up); strafeDirection = vec3_scalar_mul(&strafeDirection, movementSpeed * Time_GetFrameTime()); camera->position = vec3_add(&camera->position, &strafeDirection); } void camera_move_foward(Camera* camera) { Vec3 temp = vec3_scalar_mul(&camera->viewDirection, movementSpeed * Time_GetFrameTime()); camera->position = vec3_add(&camera->position, &temp); } void camera_move_backward(Camera* camera) { Vec3 temp = vec3_scalar_mul(&camera->viewDirection, -movementSpeed * Time_GetFrameTime()); camera->position = vec3_add(&camera->position, &temp); } void camera_mouse_update(Camera *camera, const Vec2 *newMousePosition) { Vec2 mouseDelta = vec2_sub(newMousePosition, &camera->mousePosition); /* El if evita que el mouse se teletrasporte al cambiar de posicion muy rapido */ if(vec2_length(&mouseDelta) > 50.0f){ camera->mousePosition = *newMousePosition; return; } Vec3 verticalRotation = vec3_cross_mul(&camera->viewDirection, &camera->up); Mat4 temp = mat4_rotate(mouseDelta.x * -0.5f, &camera->up); camera->viewDirection = mat4_mul_vec3(&temp, &camera->viewDirection); temp = mat4_rotate(mouseDelta.y * -0.5f, &verticalRotation); camera->viewDirection = mat4_mul_vec3(&temp, &camera->viewDirection); camera->mousePosition = *newMousePosition; camera->needsUpdate = true; } void camera_free(Camera *camera) { free(camera); } Mat4 camera_get_model_to_view_matrix(Camera* camera) { if(camera->needsUpdate) { Vec3 temp = vec3_add(&camera->position, &camera->viewDirection); camera->viewMatrix = mat4_lookAt(&camera->position, &temp, &camera->up); } return camera->viewMatrix; }