Add more camera movement key bindings (#259)

Q/E and Page up/page down to move vertically.
Arrow keys in addition to WASD to move normally.
This commit is contained in:
Domenico Albani 2017-02-06 02:09:49 +01:00 committed by Jakob Botsch Nielsen
parent fb49ccf83a
commit ef3ea40f7a

View File

@ -144,7 +144,7 @@ int main(int /*argc*/, char** /*argv*/)
float camr = 1000;
float origCameraEulers[] = {0, 0}; // Used to compute rotational changes across frames.
float moveW = 0, moveS = 0, moveA = 0, moveD = 0;
float moveFront = 0.0f, moveBack = 0.0f, moveLeft = 0.0f, moveRight = 0.0f, moveUp = 0.0f, moveDown = 0.0f;
float scrollZoom = 0;
bool rotate = false;
@ -456,10 +456,12 @@ int main(int /*argc*/, char** /*argv*/)
// Handle keyboard movement.
const Uint8* keystate = SDL_GetKeyboardState(NULL);
moveW = rcClamp(moveW + dt * 4 * (keystate[SDL_SCANCODE_W] ? 1 : -1), 0.0f, 1.0f);
moveA = rcClamp(moveA + dt * 4 * (keystate[SDL_SCANCODE_A] ? 1 : -1), 0.0f, 1.0f);
moveS = rcClamp(moveS + dt * 4 * (keystate[SDL_SCANCODE_S] ? 1 : -1), 0.0f, 1.0f);
moveD = rcClamp(moveD + dt * 4 * (keystate[SDL_SCANCODE_D] ? 1 : -1), 0.0f, 1.0f);
moveFront = rcClamp(moveFront + dt * 4 * ((keystate[SDL_SCANCODE_W] || keystate[SDL_SCANCODE_UP ]) ? 1 : -1), 0.0f, 1.0f);
moveLeft = rcClamp(moveLeft + dt * 4 * ((keystate[SDL_SCANCODE_A] || keystate[SDL_SCANCODE_LEFT ]) ? 1 : -1), 0.0f, 1.0f);
moveBack = rcClamp(moveBack + dt * 4 * ((keystate[SDL_SCANCODE_S] || keystate[SDL_SCANCODE_DOWN ]) ? 1 : -1), 0.0f, 1.0f);
moveRight = rcClamp(moveRight + dt * 4 * ((keystate[SDL_SCANCODE_D] || keystate[SDL_SCANCODE_RIGHT ]) ? 1 : -1), 0.0f, 1.0f);
moveUp = rcClamp(moveUp + dt * 4 * ((keystate[SDL_SCANCODE_Q] || keystate[SDL_SCANCODE_PAGEUP ]) ? 1 : -1), 0.0f, 1.0f);
moveDown = rcClamp(moveDown + dt * 4 * ((keystate[SDL_SCANCODE_E] || keystate[SDL_SCANCODE_PAGEDOWN ]) ? 1 : -1), 0.0f, 1.0f);
float keybSpeed = 22.0f;
if (SDL_GetModState() & KMOD_SHIFT)
@ -467,8 +469,8 @@ int main(int /*argc*/, char** /*argv*/)
keybSpeed *= 4.0f;
}
float movex = (moveD - moveA) * keybSpeed * dt;
float movey = (moveS - moveW) * keybSpeed * dt + scrollZoom * 2.0f;
float movex = (moveRight - moveLeft) * keybSpeed * dt;
float movey = (moveBack - moveFront) * keybSpeed * dt + scrollZoom * 2.0f;
scrollZoom = 0;
cameraPos[0] += movex * (float)modelviewMatrix[0];
@ -479,6 +481,8 @@ int main(int /*argc*/, char** /*argv*/)
cameraPos[1] += movey * (float)modelviewMatrix[6];
cameraPos[2] += movey * (float)modelviewMatrix[10];
cameraPos[1] += (moveUp - moveDown) * keybSpeed * dt;
glEnable(GL_FOG);
if (sample)