update cube logic

This commit is contained in:
Richard Ward
2025-12-19 12:02:00 +00:00
parent 57380381a9
commit b3ee3496b6

View File

@@ -37,6 +37,48 @@ local pyramid_indices = {
local math3d = require("math3d")
local InputState = {}
InputState.__index = InputState
function InputState:new()
local instance = {
mouseX = 0.0,
mouseY = 0.0,
mouseDown = false,
wheel = 0.0,
textInput = "",
keyStates = {},
}
return setmetatable(instance, InputState)
end
function InputState:resetTransient()
self.textInput = ""
self.wheel = 0.0
end
function InputState:setMouse(x, y, isDown)
self.mouseX = x
self.mouseY = y
self.mouseDown = isDown
end
function InputState:setWheel(deltaY)
self.wheel = deltaY
end
function InputState:setKey(keyName, isDown)
self.keyStates[keyName] = isDown
end
function InputState:addTextInput(text)
if text then
self.textInput = self.textInput .. text
end
end
gui_input = InputState:new()
local rotation_speeds = {x = 0.5, y = 0.7}
local shader_variants = {
@@ -63,6 +105,43 @@ local camera = {
far = 10.0,
}
local zoom_settings = {
min_distance = 2.0,
max_distance = 12.0,
speed = 0.25,
}
local function clamp_distance(value, minValue, maxValue)
if minValue and value < minValue then
return minValue
end
if maxValue and value > maxValue then
return maxValue
end
return value
end
local function update_camera_zoom(delta)
if delta == 0 then
return
end
local dx = camera.eye[1] - camera.center[1]
local dy = camera.eye[2] - camera.center[2]
local dz = camera.eye[3] - camera.center[3]
local distance = math.sqrt(dx * dx + dy * dy + dz * dz)
if distance == 0 then
return
end
local normalizedX = dx / distance
local normalizedY = dy / distance
local normalizedZ = dz / distance
local adjustment = -delta * zoom_settings.speed
local targetDistance = clamp_distance(distance + adjustment, zoom_settings.min_distance, zoom_settings.max_distance)
camera.eye[1] = camera.center[1] + normalizedX * targetDistance
camera.eye[2] = camera.center[2] + normalizedY * targetDistance
camera.eye[3] = camera.center[3] + normalizedZ * targetDistance
end
local function build_model(time)
local y = math3d.rotation_y(time * rotation_speeds.y)
local x = math3d.rotation_x(time * rotation_speeds.x)
@@ -112,7 +191,14 @@ function get_shader_paths()
return shader_variants
end
function get_gui_commands()
return {}
end
function get_view_projection(aspect)
if gui_input then
update_camera_zoom(gui_input.wheel)
end
local view = math3d.look_at(camera.eye, camera.center, camera.up)
local projection = math3d.perspective(camera.fov, aspect, camera.near, camera.far)
return math3d.multiply(projection, view)