implemented right-click movement

This commit is contained in:
2025-12-23 22:09:44 +00:00
parent 4c27acc569
commit 9fe482c3bb
2 changed files with 41 additions and 19 deletions

2
.gitignore vendored
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./out
out/*

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#include "raylib.h"
#include <cmath>
void handleRightClick(Camera3D camera, Vector3* target_position) {
Ray ray = GetMouseRay(GetMousePosition(), camera);
if (ray.direction.y > 0)
return;
// Calculate t (distance along ray to ground plane at y=0)
float t = 0 - ray.position.y / ray.direction.y;
// Calculate where ray hits the ground
target_position->x = ray.position.x + (ray.direction.x * t);
target_position->z = ray.position.z + (ray.direction.z * t);
}
int main() {
InitWindow(1920, 1080, "My First 3D Cube");
InitWindow(900, 600, "My First 3D Cube");
Camera3D camera = {0};
camera.position = (Vector3){10.0f, 10.0f, 10.0f};
camera.target = (Vector3){0.0f, 0.0f, 0.0f};
camera.up = (Vector3){0.0f, 2.0f, 0.0f};
camera.fovy = 45.0f;
//camera.projection = CAMERA_ORTHOGRAPHIC;
camera.fovy = 90.0f;
camera.projection = CAMERA_PERSPECTIVE;
float cam_angle = 0.0f;
float cube_angle = 0.0f;
float cam_distance = 10.0f;
float cube_distance = 10.0f;
Vector3 cube_position = {0, 1.0, 0};
Vector3 target_position = {0, 0, 0};
float move_speed = 0.001f;
while (!WindowShouldClose()) {
cam_angle += 0.000f;
cube_angle -= 0.00001f;
Vector3 cube_rotation{cube_distance * sinf(cube_angle), 0.0f, cube_distance * cosf( cube_angle)};
camera.position.x = cube_rotation.x + (cam_distance * sinf(cam_angle));
camera.position.z = cube_rotation.z + (cam_distance * cosf(cam_angle));
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
handleRightClick(camera, &target_position);
}
camera.target.x = cube_rotation.x;
camera.target.z = cube_rotation.z;
// Movement to target
if(cube_position.x != target_position.x || cube_position.z != target_position.z) {
float xdiff = target_position.x - cube_position.x;
float zdiff = target_position.z - cube_position.z;
float distance = sqrtf(pow(xdiff, 2) + pow(zdiff, 2));
// snap to target
if (distance < move_speed) {
cube_position.x = target_position.x;
cube_position.z = target_position.z;
continue;
}
cube_position.x += (xdiff/distance) * move_speed;
cube_position.z += (zdiff/distance) * move_speed;
}
BeginDrawing();
ClearBackground(BLACK);
ClearBackground((Color){0, 0, 0, 0});
BeginMode3D(camera);
DrawCube(cube_rotation, 2.0f, 2.0f, 2.0f, RED);
DrawGrid(10, 1.0f);
DrawPlane((Vector3){0, 0, 0}, (Vector2) {500, 500}, BLUE);
DrawCube(cube_position, 2.0f, 2.0f, 2.0f, RED);
//DrawGrid(100, 1.0f);
EndMode3D();
EndDrawing();