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145 lines
5.2 KiB
145 lines
5.2 KiB
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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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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-- Get mouse movement offset compared to last frame |
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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 |
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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 |
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-- Update camera rotation, by calculating direction vector via yaw and pitch |
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self.transform.rotate = glm.vec3( |
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math.cos(glm.radians(self.camera.pitch)) * math.cos(glm.radians(self.camera.yaw)), |
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math.sin(glm.radians(self.camera.pitch)), |
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math.cos(glm.radians(self.camera.pitch)) * math.sin(glm.radians(self.camera.yaw)) |
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) |
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self.transform.rotate = glm.normalize(self.transform.rotate) |
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-- The direction vector is based on |
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-- Camera direction (z): normalize(position - target) |
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-- Right axis (x): normalize(cross(up, direction)) |
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-- Up axis (y): cross(direction, right) |
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-- Source: https://learnopengl.com/img/getting-started/camera_axes.png |
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-- Cross = combination of two vectors in 3D space, |
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-- where result is always perpendicular to both of the vectors |
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-- Update camera translation |
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cameraSpeed = 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 = self.transform.translate + self.transform.rotate * cameraSpeed |
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end |
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if Input.isKeyPressed(keyCode("GLFW_KEY_S")) then |
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self.transform.translate = self.transform.translate - self.transform.rotate * cameraSpeed |
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end |
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if Input.isKeyPressed(keyCode("GLFW_KEY_A")) then |
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self.transform.translate = self.transform.translate - glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed |
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end |
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if Input.isKeyPressed(keyCode("GLFW_KEY_D")) then |
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self.transform.translate = self.transform.translate + glm.normalize(glm.cross(self.transform.rotate, self.camera.up)) * cameraSpeed |
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end |
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-- Up / down movement |
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if Input.isKeyPressed(keyCode("GLFW_KEY_SPACE")) then |
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self.transform.translate.y = self.transform.translate.y + cameraSpeed |
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end |
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if Input.isKeyPressed(keyCode("GLFW_KEY_LEFT_SHIFT")) then |
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self.transform.translate.y = self.transform.translate.y - cameraSpeed |
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end |
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end, |
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}
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