imporve w & s
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582bad8c59
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22
src/main.c
22
src/main.c
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@ -45,6 +45,7 @@ int framesSinceUpdate = 0;
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GLfloat step = 0.0f;
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const GLfloat pi = 3.14159f;
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vec3 origin = {0.0f, 0.0f, 0.0f};
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vec3 cameraPosition = {0.0f, 2.0f, 1.0f};
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vec3 objectPosition = {0.0f, 0.0f, 0.0f};
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@ -102,10 +103,26 @@ void handleInputs(double deltaTime) {
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}
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if (!cameraTraveling) {
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) {
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cameraPosition.z += deltaTime * 10;
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vec3 delta;
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vec3Subtract(&delta, &origin, &cameraPosition);
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vec3Normalise(&delta, &delta);
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vec3Multiply(&delta, &delta, -10);
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vec3Multiply(&delta, &delta, deltaTime);
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vec3Add(&cameraPosition, &cameraPosition, &delta);
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}
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) {
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cameraPosition.z -= deltaTime * 10;
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vec3 delta;
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vec3Subtract(&delta, &origin, &cameraPosition);
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if (vec3Length(&delta) > 0.1) {
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vec3Normalise(&delta, &delta);
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vec3Multiply(&delta, &delta, 10);
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vec3Multiply(&delta, &delta, deltaTime);
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vec3Add(&cameraPosition, &cameraPosition, &delta);
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}
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}
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) {
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cameraPosition.x += deltaTime * 10;
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@ -342,7 +359,6 @@ void draw(void) {
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GLfloat stepi = step * pi * 2;
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// ------------- VIEWING TRANSFORMATION -------------------
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vec3 origin = {0.0f, 0.0f, 0.0f};
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vec3 up = {0.0f, 1.0f, 0.0f};
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lookAt(&viewingTransformation, &cameraPosition, &origin, &up);
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