Bitwise operations for cross Lua compatibility.

This commit is contained in:
jussi
2024-05-01 15:21:28 +03:00
parent bdd660be01
commit 4452bccfa6
14 changed files with 261 additions and 112 deletions

View File

@@ -1,6 +1,5 @@
Util = require( "utillib" )
Vec2 = require( "vector2" )
Vec3 = require( "vector3" )
local Vec2 = require( "vector2" )
local Vec3 = require( "vector3" )
Camera3D = {}
Camera3D.meta = {
@@ -17,6 +16,8 @@ Camera3D.KEYS = {
BACKWARD = RL.KEY_S,
RIGHT = RL.KEY_D,
LEFT = RL.KEY_A,
UP = RL.KEY_R,
DOWN = RL.KEY_F,
PAN = RL.KEY_LEFT_SHIFT,
FAST = RL.KEY_LEFT_SHIFT,
}
@@ -91,17 +92,19 @@ function Camera3D:getUpward()
end
function Camera3D:update( delta )
delta = 1 / 60 -- Hack for framerate independance.
if self.mode == self.MODES.FREE then
if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
local mouseDelta = Vec2:newT( RL.GetMouseDelta() )
if RL.IsKeyDown( self.KEYS.PAN ) then
mouseDelta = mouseDelta:scale( self.MOUSE_MOVE_SPEED * delta )
local forward = RL.GetCamera3DForward( self.camera )[2]
RL.Camera3DMoveRight( self.camera, -mouseDelta.x, true )
RL.Camera3DMoveUp( self.camera, mouseDelta.y * -( ( 1 - math.abs( forward ) ) * Util.sign( forward ) ) )
RL.Camera3DMoveForward( self.camera, mouseDelta.y * math.abs( forward ), true )
RL.Camera3DMoveUp( self.camera, mouseDelta.y * ( 1 - math.abs( forward ) ) )
RL.Camera3DMoveForward( self.camera, mouseDelta.y * -forward, true )
else
mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
@@ -125,6 +128,7 @@ function Camera3D:update( delta )
RL.SetMousePosition( Vec2:newT( RL.GetScreenSize() ):scale( 0.5 ) )
local distance = self.KEYBOARD_MOVE_SPEED * delta
local forward = RL.GetCamera3DForward( self.camera )[2]
if RL.IsKeyDown( self.KEYS.FAST ) then
distance = distance * self.KEYBOARD_MOVE_SPEED_MULTI
@@ -141,6 +145,14 @@ function Camera3D:update( delta )
elseif RL.IsKeyDown( self.KEYS.LEFT ) then
RL.Camera3DMoveRight( self.camera, -distance, true )
end
if RL.IsKeyDown( self.KEYS.UP ) then
RL.Camera3DMoveUp( self.camera, distance * ( 1 - math.abs( forward ) ) )
RL.Camera3DMoveForward( self.camera, distance * -forward, true )
elseif RL.IsKeyDown( self.KEYS.DOWN ) then
RL.Camera3DMoveUp( self.camera, -distance * ( 1 - math.abs( forward ) ) )
RL.Camera3DMoveForward( self.camera, -distance * -forward, true )
end
elseif self.mode == self.MODES.ORBITAL then
RL.Camera3DYaw( self.camera, self.ORBITAL_SPEED * delta, true )
end