Change camera behavior to follow click/touch
All checks were successful
Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 17s
All checks were successful
Build and Publish WASM version of demo / Build-And-Deploy (push) Successful in 17s
This commit is contained in:
parent
0467c945b5
commit
2dc30ce252
2 changed files with 41 additions and 19 deletions
|
@ -27,9 +27,8 @@ TRunnerScreen::TRunnerScreen(std::weak_ptr<ScreenStack> stack)
|
|||
TEMP_matrix(get_identity_matrix()),
|
||||
camera_pos{0.0F, 4.0F, 4.0F},
|
||||
camera_target{0.0F, 0.0F, 0.0F},
|
||||
mouse_hit{0.0F, 0.0F, 0.0F},
|
||||
pos_value(0.0F),
|
||||
mouse_px(0),
|
||||
mouse_pz(0),
|
||||
idx_hit(SURFACE_UNIT_WIDTH / 2 +
|
||||
(SURFACE_UNIT_HEIGHT / 2) * SURFACE_UNIT_WIDTH) {
|
||||
#ifndef NDEBUG
|
||||
|
@ -177,9 +176,6 @@ bool TRunnerScreen::update(float dt) {
|
|||
if (pos_value > PI * 2.0F) {
|
||||
pos_value -= PI * 2.0F;
|
||||
}
|
||||
camera_pos.x = std::sin(pos_value) * 4.0F;
|
||||
camera_pos.z = std::cos(pos_value) * 4.0F;
|
||||
camera_to_targets(dt);
|
||||
|
||||
if (IsMouseButtonPressed(0)) {
|
||||
float press_x = GetTouchX();
|
||||
|
@ -205,30 +201,58 @@ bool TRunnerScreen::update(float dt) {
|
|||
Vector3 sw{xf - 0.5F, current.sw, zf + 0.5F};
|
||||
Vector3 se{xf + 0.5F, current.se, zf + 0.5F};
|
||||
|
||||
if (ray_collision_triangle(ray, nw, sw, ne).has_value()) {
|
||||
if (auto collision = ray_collision_triangle(ray, nw, sw, ne);
|
||||
collision.has_value()) {
|
||||
idx_hit = idx;
|
||||
#ifndef NDEBUG
|
||||
std::cout << "first: idx_hit set to " << idx_hit << std::endl;
|
||||
#endif
|
||||
mouse_hit = collision.value();
|
||||
camera_target.x = xf;
|
||||
camera_target.y =
|
||||
(current.nw + current.ne + current.sw + current.se) / 4.0F;
|
||||
camera_target.z = zf;
|
||||
if (idx != SURFACE_UNIT_WIDTH / 2 +
|
||||
(SURFACE_UNIT_HEIGHT / 2) * SURFACE_UNIT_WIDTH) {
|
||||
camera_pos =
|
||||
Vector3Add(Vector3Scale(Vector3Normalize(camera_target), 4.0F),
|
||||
camera_target);
|
||||
camera_pos.y += 4.0F;
|
||||
} else {
|
||||
camera_pos.x = 0.0F;
|
||||
camera_pos.y = camera_target.y + 4.0F;
|
||||
camera_pos.z = 0.0F;
|
||||
}
|
||||
break;
|
||||
} else if (ray_collision_triangle(ray, ne, sw, se).has_value()) {
|
||||
} else if (auto collision = ray_collision_triangle(ray, ne, sw, se);
|
||||
collision.has_value()) {
|
||||
idx_hit = idx;
|
||||
#ifndef NDEBUG
|
||||
std::cout << "second: idx_hit set to " << idx_hit << std::endl;
|
||||
#endif
|
||||
mouse_hit = collision.value();
|
||||
camera_target.x = xf;
|
||||
camera_target.y =
|
||||
(current.nw + current.ne + current.sw + current.se) / 4.0F;
|
||||
camera_target.z = zf;
|
||||
if (idx != SURFACE_UNIT_WIDTH / 2 +
|
||||
(SURFACE_UNIT_HEIGHT / 2) * SURFACE_UNIT_WIDTH) {
|
||||
camera_pos =
|
||||
Vector3Add(Vector3Scale(Vector3Normalize(camera_target), 4.0F),
|
||||
camera_target);
|
||||
camera_pos.y += 4.0F;
|
||||
} else {
|
||||
camera_pos.x = 0.0F;
|
||||
camera_pos.y = camera_target.y + 4.0F;
|
||||
camera_pos.z = 0.0F;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!ray_to_xz_plane(ray, mouse_px, mouse_pz)) {
|
||||
mouse_px = 0.0F;
|
||||
mouse_pz = 0.0F;
|
||||
#ifndef NDEBUG
|
||||
std::cerr << "Ray intersected xz plane out of bounds!\n";
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
camera_to_targets(dt);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -270,8 +294,7 @@ bool TRunnerScreen::draw() {
|
|||
// Vector3{0.0F, 0.0F, -4.0F}, 1.0F, WHITE);
|
||||
|
||||
// TODO DEBUG
|
||||
DrawLine3D(Vector3{0.0F, 3.0F, 0.0F}, Vector3{mouse_px, 0.0F, mouse_pz},
|
||||
BLACK);
|
||||
DrawLine3D(Vector3{0.0F, 3.0F, 0.0F}, mouse_hit, BLACK);
|
||||
|
||||
EndMode3D();
|
||||
EndDrawing();
|
||||
|
|
|
@ -63,9 +63,8 @@ class TRunnerScreen : public Screen {
|
|||
Matrix TEMP_matrix;
|
||||
Vector3 camera_pos;
|
||||
Vector3 camera_target;
|
||||
Vector3 mouse_hit;
|
||||
float pos_value;
|
||||
float mouse_px;
|
||||
float mouse_pz;
|
||||
unsigned int idx_hit;
|
||||
|
||||
void camera_to_targets(float dt);
|
||||
|
|
Loading…
Reference in a new issue