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TRANSLATE_SPEED = 2.5
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ROTATE_SPEED = 90.0
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ZOOM_SENSITIVITY = 2.5
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MOUSE_SENSITIVITY = 0.25
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NEAR_PLANE = 0.1
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FAR_PLANE = 100.0
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LuaScript = {
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camera = nil,
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initialize = function(self)
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--
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end,
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destroy = function(self)
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--
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end,
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update = function(self, deltaTime)
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self.camera = getCameraComponent()
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if self.camera.type == CameraType.Orthographic then
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LuaScript:updateOrthographic(deltaTime)
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elseif self.camera.type == CameraType.Perspective then
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LuaScript:updatePerspective(deltaTime)
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end
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end,
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updateOrthographic = function(self, deltaTime)
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-- Update camera rotation
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cameraRotateSpeed = ROTATE_SPEED * deltaTime
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if Input.isKeyPressed(keyCode("GLFW_KEY_Q")) then
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self.transform.rotate.z = self.transform.rotate.z - cameraRotateSpeed
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_E")) then
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self.transform.rotate.z = self.transform.rotate.z + cameraRotateSpeed
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end
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if self.transform.rotate.z > 180.0 then
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self.transform.rotate.z = self.transform.rotate.z - 360.0
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elseif self.transform.rotate.z <= -180.0 then
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self.transform.rotate.z = self.transform.rotate.z + 360.0
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end
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-- Update camera translation
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cameraTranslateSpeed = TRANSLATE_SPEED * deltaTime
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-- WASD movement
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if Input.isKeyPressed(keyCode("GLFW_KEY_W")) then
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self.transform.translate.x = self.transform.translate.x + -math.sin(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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self.transform.translate.y = self.transform.translate.y + math.cos(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_S")) then
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self.transform.translate.x = self.transform.translate.x - -math.sin(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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self.transform.translate.y = self.transform.translate.y - math.cos(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_A")) then
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self.transform.translate.x = self.transform.translate.x - math.cos(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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self.transform.translate.y = self.transform.translate.y - math.sin(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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end
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if Input.isKeyPressed(keyCode("GLFW_KEY_D")) then
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self.transform.translate.x = self.transform.translate.x + math.cos(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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self.transform.translate.y = self.transform.translate.y + math.sin(glm.radians(self.transform.rotate.z)) * cameraTranslateSpeed;
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end
|
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-- Update camera zoom
|
|
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|
|
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|
zoomSpeed = ZOOM_SENSITIVITY * deltaTime;
|
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if Input.isKeyPressed(keyCode("GLFW_KEY_EQUAL")) then
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self.camera.zoomLevel = self.camera.zoomLevel - zoomSpeed
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|
end
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if Input.isKeyPressed(keyCode("GLFW_KEY_MINUS")) then
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|
self.camera.zoomLevel = self.camera.zoomLevel + zoomSpeed
|
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|
end
|
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|
self.camera.zoomLevel = math.max(self.camera.zoomLevel, 0.25);
|
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|
self.camera.zoomLevel = math.min(self.camera.zoomLevel, 10.0);
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end,
|
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|
|
updatePerspective = function(self, deltaTime)
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|
|
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|
|
-- Get mouse movement offset compared to last frame
|
|
|
|
xOffset = Input.getXOffset() * MOUSE_SENSITIVITY;
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|
yOffset = Input.getYOffset() * MOUSE_SENSITIVITY;
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|
self.camera.yaw = self.camera.yaw + xOffset;
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|
self.camera.pitch = self.camera.pitch + yOffset;
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|
-- Prevent gimbal lock
|
|
|
|
if self.camera.pitch > 89.0 then self.camera.pitch = 89.0 end
|
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|
if self.camera.pitch < -89.0 then self.camera.pitch = -89.0 end
|
|
|
|
|
|
|
|
-- Update camera rotation, by calculating direction vector via yaw and pitch
|
|
|
|
|
|
|
|
self.transform.rotate = glm.vec3(
|
|
|
|
math.cos(glm.radians(self.camera.pitch)) * math.cos(glm.radians(self.camera.yaw)),
|
|
|
|
math.sin(glm.radians(self.camera.pitch)),
|
|
|
|
math.cos(glm.radians(self.camera.pitch)) * math.sin(glm.radians(self.camera.yaw))
|
|
|
|
)
|
|
|
|
self.transform.rotate = glm.normalize(self.transform.rotate)
|
|
|
|
-- The direction vector is based on
|
|
|
|
-- Camera direction (z): normalize(position - target)
|
|
|
|
-- Right axis (x): normalize(cross(up, direction))
|
|
|
|
-- Up axis (y): cross(direction, right)
|
|
|
|
|
|
|
|
-- Source: https://learnopengl.com/img/getting-started/camera_axes.png
|
|
|
|
|
|
|
|
-- Cross = combination of two vectors in 3D space,
|
|
|
|
-- where result is always perpendicular to both of the vectors
|
|
|
|
|
|
|
|
-- Update camera translation
|
|
|
|
|
|
|
|
cameraSpeed = TRANSLATE_SPEED * deltaTime
|
|
|
|
|
|
|
|
-- WASD movement
|
|
|
|
if Input.isKeyPressed(keyCode("GLFW_KEY_W")) then
|
|
|
|
self.transform.translate = self.transform.translate + self.transform.rotate * cameraSpeed
|
|
|
|
end
|
|
|
|
if Input.isKeyPressed(keyCode("GLFW_KEY_S")) then
|
|
|
|
self.transform.translate = self.transform.translate - self.transform.rotate * cameraSpeed
|
|
|
|
end
|
|
|
|
if Input.isKeyPressed(keyCode("GLFW_KEY_A")) then
|
|
|
|
self.transform.translate = self.transform.translate - glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed
|
|
|
|
end
|
|
|
|
if Input.isKeyPressed(keyCode("GLFW_KEY_D")) then
|
|
|
|
self.transform.translate = self.transform.translate + glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed
|
|
|
|
end
|
|
|
|
-- Up / down movement
|
|
|
|
if Input.isKeyPressed(keyCode("GLFW_KEY_SPACE")) then
|
|
|
|
self.transform.translate.y = self.transform.translate.y + cameraSpeed
|
|
|
|
end
|
|
|
|
if Input.isKeyPressed(keyCode("GLFW_KEY_LEFT_SHIFT")) then
|
|
|
|
self.transform.translate.y = self.transform.translate.y - cameraSpeed
|
|
|
|
end
|
|
|
|
|
|
|
|
end,
|
|
|
|
|
|
|
|
}
|