Fudge some constants
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1 changed files with 24 additions and 8 deletions
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@ -129,10 +129,14 @@ float aspect;
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GLuint verts_vbo[1], colors_vbo[1], normals_vbo[1], faces_ibo[1], tris_vao;
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GLuint verts_vbo[1], colors_vbo[1], normals_vbo[1], faces_ibo[1], tris_vao;
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TriMesh mesh;
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TriMesh mesh;
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// In world coordinates
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// These are all world coordinates
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Vec3f eye_pos(0., 0., 0.);
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// This starting position has been determined experimentally
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Vec3f eye_pos(-17.384075, -13.250000, 0.0);
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Vec3f eye_dir;
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Vec3f eye_dir;
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float view_angle = 0.0f;
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float view_angle = -PI / 2;
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float vertical_view_angle = 0.0f;
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Vec3f up_dir(0., -1., 0.);
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Vec3f up_dir(0., -1., 0.);
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namespace viewing_window {
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namespace viewing_window {
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@ -148,7 +152,7 @@ float bottom = -val, top = val;
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const auto WIDTH_ZOOM = 1.0 / 30.0, HEIGHT_ZOOM = 1.0 / 30.0;
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const auto WIDTH_ZOOM = 1.0 / 30.0, HEIGHT_ZOOM = 1.0 / 30.0;
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const float MOVE_BY = 0.25; // 0.75 is actually really fast?
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const float MOVE_BY = 0.25; // 0.75 is actually really fast?
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const float ANGLE_BY = 0.05;
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const float ANGLE_BY = PI / 120;
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float horizontal_fov = 1.0, vertical_fov = 1.0;
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float horizontal_fov = 1.0, vertical_fov = 1.0;
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@ -158,7 +162,8 @@ namespace controls {
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bool is_left_held = false, is_right_held = false, is_up_held = false,
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bool is_left_held = false, is_right_held = false, is_up_held = false,
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is_down_held = false;
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is_down_held = false;
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bool is_raise_held = false, is_lower_held = false;
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bool is_raise_held = false, is_lower_held = false;
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bool is_spin_left_held = false, is_spin_right_held = false;
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bool is_spin_left_held = false, is_spin_right_held = false,
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is_spin_up_held = false, is_spin_down_held = false;
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} // namespace controls
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} // namespace controls
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// Model, view and projection matrices, initialized to the identity
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// Model, view and projection matrices, initialized to the identity
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@ -206,6 +211,15 @@ static void key_callback(GLFWwindow *window, int key, int scancode, int action,
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if (key == GLFW_KEY_RIGHT_BRACKET)
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if (key == GLFW_KEY_RIGHT_BRACKET)
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is_lower_held = action == GLFW_PRESS || action == GLFW_REPEAT;
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is_lower_held = action == GLFW_PRESS || action == GLFW_REPEAT;
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// These have alternatives because my keyboard doesn't have arrow keys so
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// it's mapped to IJKL
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if (key == GLFW_KEY_I || key == GLFW_KEY_UP)
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is_spin_up_held = action == GLFW_PRESS || action == GLFW_REPEAT;
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if (key == GLFW_KEY_K || key == GLFW_KEY_DOWN)
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is_spin_down_held = action == GLFW_PRESS || action == GLFW_REPEAT;
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if (key == GLFW_KEY_J || key == GLFW_KEY_LEFT)
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if (key == GLFW_KEY_J || key == GLFW_KEY_LEFT)
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is_spin_left_held = action == GLFW_PRESS || action == GLFW_REPEAT;
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is_spin_left_held = action == GLFW_PRESS || action == GLFW_REPEAT;
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@ -325,7 +339,8 @@ int main(int argc, char *argv[]) {
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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// TODO: REMOVE THIS BEFORE TURNING IN
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// This is here because I have a tiling window manager that automatically
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// snaps the size of the window
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// glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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// glfwWindowHint(GLFW_RESIZABLE, GLFW_FALSE);
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// Create the glfw window
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// Create the glfw window
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@ -524,8 +539,9 @@ void update() {
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if (is_up_held || is_down_held || is_left_held || is_right_held ||
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if (is_up_held || is_down_held || is_left_held || is_right_held ||
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is_raise_held || is_lower_held) {
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is_raise_held || is_lower_held) {
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eye_pos += move_by;
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eye_pos += move_by;
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printf("Move by (%.2f, %.2f, %.2f) to (%.2f, %.2f, %.2f)\n", move_by[0],
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// printf("Move by (%.2f, %.2f, %.2f) to (%.2f, %.2f, %.2f)\n",
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move_by[1], move_by[2], eye_pos[0], eye_pos[1], eye_pos[2]);
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// move_by[0],
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// move_by[1], move_by[2], eye_pos[0], eye_pos[1], eye_pos[2]);
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}
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}
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if (is_spin_left_held)
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if (is_spin_left_held)
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