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camera.odin
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package main
import "core:log"
import "core:math"
import "core:math/linalg"
import "vendor:box2d"
import sdl "vendor:sdl3"
CameraMode :: enum {
Noclip,
Player,
}
CameraPerspective :: enum {
Perspective,
Orthographic,
}
Camera :: struct {
mode: CameraMode,
position: [3]f32,
is_locked: bool,
perspective: CameraPerspective,
yaw: f32,
pitch: f32,
mouse_sensitivity: f32,
}
camera_update :: proc(camera: ^Camera, delta_time: f32, movement: Movement) -> matrix[4, 4]f32 {
view_mat := linalg.MATRIX4F32_IDENTITY
if camera.mode == .Noclip {
sin_y := math.sin(camera.yaw)
cos_y := math.cos(camera.yaw)
sin_p := math.sin(camera.pitch)
cos_p := math.cos(camera.pitch)
forward_vec := [3]f32{-sin_y * cos_p, sin_p, -cos_y * cos_p}
right_vec := [3]f32{cos_y, 0.0, -sin_y}
move_speed := f32(5.0)
if movement.shift {
move_speed = 20.0
}
dt_move := move_speed * delta_time
if movement.forward {
camera.position[0] += forward_vec[0] * dt_move
camera.position[1] += forward_vec[1] * dt_move
camera.position[2] += forward_vec[2] * dt_move
}
if movement.backward {
camera.position[0] -= forward_vec[0] * dt_move
camera.position[1] -= forward_vec[1] * dt_move
camera.position[2] -= forward_vec[2] * dt_move
}
if movement.left {
camera.position[0] -= right_vec[0] * dt_move
camera.position[1] -= right_vec[1] * dt_move
camera.position[2] -= right_vec[2] * dt_move
}
if movement.right {
camera.position[0] += right_vec[0] * dt_move
camera.position[1] += right_vec[1] * dt_move
camera.position[2] += right_vec[2] * dt_move
}
if movement.up {
camera.position[1] += dt_move
}
if movement.down {
camera.position[1] -= dt_move
}
} else {
camera.yaw = 0
camera.pitch = 0
forward_vec := [2]f32{0, 1}
right_vec := [2]f32{1, 0}
move_force := f32(100.0)
if movement.shift {
move_force = 300.0
}
player_height := box2d.Body_GetPosition(player.body).y
if player_height > water_height {
move_force = 0
}
if movement.forward {
box2d.Body_ApplyForce(
player.body,
box2d.Vec2{forward_vec[0] * move_force, forward_vec[1] * move_force},
box2d.Body_GetPosition(player.body),
true,
)
}
if movement.backward {
box2d.Body_ApplyForce(
player.body,
box2d.Vec2{-forward_vec[0] * move_force, -forward_vec[1] * move_force},
box2d.Body_GetPosition(player.body),
true,
)
}
if movement.left {
box2d.Body_ApplyForce(
player.body,
box2d.Vec2{-right_vec[0] * move_force, -right_vec[1] * move_force},
box2d.Body_GetPosition(player.body),
true,
)
}
if movement.right {
box2d.Body_ApplyForce(
player.body,
box2d.Vec2{right_vec[0] * move_force, right_vec[1] * move_force},
box2d.Body_GetPosition(player.body),
true,
)
}
velocity := box2d.Body_GetLinearVelocity(player.body)
max_speed := f32(10.0)
if movement.shift {
max_speed = 20.0
}
current_speed := linalg.length(velocity)
if current_speed > max_speed {
scaling_factor := max_speed / current_speed
box2d.Body_SetLinearVelocity(
player.body,
box2d.Vec2{velocity.x * scaling_factor, velocity.y * scaling_factor},
)
}
player_position := box2d.Body_GetPosition(player.body)
camera.position[0] = player_position.x
camera.position[1] = player_position.y
camera.position[2] = 10
}
view_mat = linalg.matrix4_rotate_f32(-camera.yaw, {0, 1, 0}) * view_mat
view_mat = linalg.matrix4_rotate_f32(-camera.pitch, {1, 0, 0}) * view_mat
view_mat =
view_mat *
linalg.matrix4_translate_f32(
{-camera.position[0], -camera.position[1], -camera.position[2]},
)
return view_mat
}
camera_handle_mouse_motion :: proc(camera: ^Camera, x_rel: f32, y_rel: f32) {
if camera.mode == .Noclip && camera.is_locked {
camera.yaw -= x_rel * camera.mouse_sensitivity
camera.pitch -= y_rel * camera.mouse_sensitivity
if camera.pitch > linalg.to_radians(f32(89)) {
camera.pitch = linalg.to_radians(f32(89))
} else if camera.pitch < linalg.to_radians(f32(-89)) {
camera.pitch = linalg.to_radians(f32(-89))
}
}
}
camera_handle_mouse_button :: proc(
camera: ^Camera,
button: i32,
pressed: bool,
window: ^sdl.Window,
) -> bool {
if button == 1 && pressed {
return camera_lock(camera, window)
}
return false
}
camera_lock :: proc(camera: ^Camera, window: ^sdl.Window) -> bool {
ok := sdl.SetWindowRelativeMouseMode(window, true)
camera.is_locked = ok
return ok
}
camera_unlock :: proc(camera: ^Camera, window: ^sdl.Window) -> bool {
ok := sdl.SetWindowRelativeMouseMode(window, false)
camera.is_locked = false
return ok
}
camera_get_projection :: proc(
camera: ^Camera,
window_width: i32,
window_height: i32,
) -> matrix[4, 4]f32 {
aspect_ratio := f32(window_width) / f32(window_height)
if camera.perspective == .Orthographic {
ortho_width := f32(20.0)
ortho_height := ortho_width / aspect_ratio
return matrix4_orthographic_f32(
-ortho_width / 2,
ortho_width / 2,
-ortho_height / 2,
ortho_height / 2,
0.1,
1000.0,
)
} else {
return linalg.matrix4_perspective_f32(linalg.to_radians(f32(70)), aspect_ratio, 0.1, 1000)
}
}