#include "camera.h" #include void init_camera(Camera* camera) { camera->pos.x = 3; camera->pos.y = 3; camera->angle = PI / 4; camera->fov = PI / 4; } #define MOVE_SPEED 1 #define ROTATE_SPEED PI / 2 #define FOV_CHANGE_SPEED .5 #define PLAYER_SIZE .1 void update_camera(Camera* camera, Screen* screen) { double rotate = 0; if (key_down(KEY_LEFT)) rotate -= ROTATE_SPEED; if (key_down(KEY_RIGHT)) rotate += ROTATE_SPEED; rotate *= screen->delta; rotate += camera->angle; while (rotate >= PI2) rotate -= PI2; while (rotate < 0) rotate += PI2; camera->angle = rotate; v2 forward = { cos(camera->angle), sin(camera->angle) }; v2 left = { forward.y, -forward.x }; v2 move = { 0, 0 }; if (key_down(KEY_W)) { move.x += forward.x; move.y += forward.y; } if (key_down(KEY_S)) { move.x -= forward.x; move.y -= forward.y; } if (key_down(KEY_A)) { move.x += left.x; move.y += left.y; } if (key_down(KEY_D)) { move.x -= left.x; move.y -= left.y; } if (key_down(KEY_EQUALS)) { camera->fov += FOV_CHANGE_SPEED * screen->delta; } if (key_down(KEY_MINUS)) { camera->fov -= FOV_CHANGE_SPEED * screen->delta; } v2 hit_pos; bool movex, movey; cast_ray(camera->pos, sign(move.x) == 1 ? 0 : PI, &hit_pos); movex = v2_dist(hit_pos, camera->pos) > PLAYER_SIZE; cast_ray(camera->pos, sign(move.y) == 1 ? PIH : -PIH, &hit_pos); movey = v2_dist(hit_pos, camera->pos) > PLAYER_SIZE; if (movex) camera->pos.x += move.x * MOVE_SPEED * screen->delta; if (movey) camera->pos.y += move.y * MOVE_SPEED * screen->delta; }