voir le parsing
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+24
-24
@@ -6,7 +6,7 @@
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/* By: yantoine <yantoine@student.42.fr> +#+ +:+ +#+ */
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/* +#+#+#+#+#+ +#+ */
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/* Created: 2025/02/17 19:27:23 by yantoine #+# #+# */
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/* Updated: 2025/02/17 19:30:13 by yantoine ### ########.fr */
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/* Updated: 2025/02/17 23:07:57 by yantoine ### ########.fr */
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/* */
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/* ************************************************************************** */
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@@ -15,40 +15,40 @@
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static void update_camera_rotation(t_app *app)
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{
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if (app->key_left)
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app->yaw -= app->rot_speed;
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app->scene.camera.yaw -= app->scene.camera.rot_speed;
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if (app->key_right)
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app->yaw += app->rot_speed;
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app->scene.camera.yaw += app->scene.camera.rot_speed;
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if (app->key_up)
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app->pitch += app->rot_speed;
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app->scene.camera.pitch += app->scene.camera.rot_speed;
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if (app->key_down)
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app->pitch -= app->rot_speed;
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if (app->pitch > 1.57f - 0.01f)
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app->pitch = 1.57f - 0.01f;
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if (app->pitch < -1.57f + 0.01f)
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app->pitch = -1.57f + 0.01f;
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app->cam_dir.x = cosf(app->pitch) * sinf(app->yaw);
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app->cam_dir.y = sinf(app->pitch);
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app->cam_dir.z = -cosf(app->pitch) * cosf(app->yaw);
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app->cam_dir = vec3_normalize(app->cam_dir);
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app->right = (t_vec3){cosf(app->yaw), 0, sinf(app->yaw)};
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app->right = vec3_normalize(app->right);
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app->cam_up = vec3_normalize(vec3_cross(app->right, app->cam_dir));
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app->scene.camera.pitch -= app->scene.camera.rot_speed;
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if (app->scene.camera.pitch > 1.57f - 0.01f)
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app->scene.camera.pitch = 1.57f - 0.01f;
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if (app->scene.camera.pitch < -1.57f + 0.01f)
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app->scene.camera.pitch = -1.57f + 0.01f;
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app->scene.camera.camDir.x = cosf(app->scene.camera.pitch) * sinf(app->scene.camera.yaw);
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app->scene.camera.camDir.y = sinf(app->scene.camera.pitch);
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app->scene.camera.camDir.z = -cosf(app->scene.camera.pitch) * cosf(app->scene.camera.yaw);
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app->scene.camera.camDir = vec3_normalize(app->scene.camera.camDir);
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app->scene.camera.right = (t_vec3){cosf(app->scene.camera.yaw), 0, sinf(app->scene.camera.yaw)};
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app->scene.camera.right = vec3_normalize(app->scene.camera.right);
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app->scene.camera.up = vec3_normalize(vec3_cross(app->scene.camera.right, app->scene.camera.camDir));
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}
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static void update_camera_movement(t_app *app)
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{
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if (app->key_w)
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app->cam_pos = vec3_add(app->cam_pos,
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vec3_scale(app->cam_dir, app->move_speed));
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app->scene.camera.camPos = vec3_add(app->scene.camera.camPos,
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vec3_scale(app->scene.camera.camDir, app->scene.camera.move_speed));
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if (app->key_s)
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app->cam_pos = vec3_sub(app->cam_pos,
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vec3_scale(app->cam_dir, app->move_speed));
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app->scene.camera.camPos = vec3_sub(app->scene.camera.camPos,
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vec3_scale(app->scene.camera.camDir, app->scene.camera.move_speed));
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if (app->key_a)
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app->cam_pos = vec3_sub(app->cam_pos,
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vec3_scale(app->right, app->move_speed));
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app->scene.camera.camPos = vec3_sub(app->scene.camera.camPos,
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vec3_scale(app->scene.camera.right, app->scene.camera.move_speed));
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if (app->key_d)
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app->cam_pos = vec3_add(app->cam_pos,
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vec3_scale(app->right, app->move_speed));
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app->scene.camera.camPos = vec3_add(app->scene.camera.camPos,
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vec3_scale(app->scene.camera.right, app->scene.camera.move_speed));
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}
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void update_camera(t_app *app)
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