示例#1
0
static void crop_filter_tick(void *data, float seconds)
{
	struct crop_filter_data *filter = data;

	vec2_zero(&filter->mul_val);
	vec2_zero(&filter->add_val);
	calc_crop_dimensions(filter, &filter->mul_val, &filter->add_val);

	UNUSED_PARAMETER(seconds);
}
示例#2
0
static void reset_game() {

  /* Set the starting level to demo.level */
  current_level = asset_get(P("./levels/demo.level"));
  level_score = 0;
  level_time = 0.0;
  
  /* New main character entity */
  character* main_char = entity_get("main_char");
  main_char->position = vec2_mul( vec2_new(20, 20), TILE_SIZE);
  main_char->velocity = vec2_zero();
  
  /* We can create multiple entities using a name format string like printf */
  entities_new("coin_id_%i", COIN_COUNT, coin);
  
  /* Get an array of pointers to all coin entities */
  coin* coins[COIN_COUNT];
  entities_get(coins, NULL, coin);
  
  /* Set all the coin initial positions */
  for(int i = 0; i < COIN_COUNT; i++) {
    coins[i]->position = vec2_mul(coin_positions[i], TILE_SIZE);
  }
  
  /* Deactivate victory and new game UI elements */
  ui_button* victory = ui_elem_get("victory");
  ui_button* new_game = ui_elem_get("new_game");
  
  victory->active = false;
  new_game->active = false;
}
示例#3
0
static void crop_filter_render(void *data, gs_effect_t *effect)
{
	struct crop_filter_data *filter = data;
	struct vec2 mul_val;
	struct vec2 add_val;

	vec2_zero(&mul_val);
	vec2_zero(&add_val);
	calc_crop_dimensions(filter, &mul_val, &add_val);

	obs_source_process_filter_begin(filter->context, GS_RGBA,
			OBS_NO_DIRECT_RENDERING);

	gs_effect_set_vec2(filter->param_mul, &mul_val);
	gs_effect_set_vec2(filter->param_add, &add_val);

	obs_source_process_filter_end(filter->context, filter->effect,
			filter->width, filter->height);

	UNUSED_PARAMETER(effect);
}
static inline vec2 GetOBSScreenSize()
{
	obs_video_info ovi;
	vec2 size;
	vec2_zero(&size);

	if (obs_get_video_info(&ovi)) {
		size.x = float(ovi.base_width);
		size.y = float(ovi.base_height);
	}

	return size;
}
示例#5
0
文件: gx.c 项目: LWSS/gx
static bool line_line_intersection(vec2 a0, vec2 a1, vec2 b0, vec2 b1)
{
#if 1
    // Implemented based on http://stackoverflow.com/a/17198094/4354008
    vec2 v = vec2_sub(a0, a1);
    vec2 normal = vec2_new(v.y, -v.x);

    vec2 v0 = vec2_sub(b0, a0);
    vec2 v1 = vec2_sub(b1, a0);

    float proj0 = vec2_dot(v0, normal);
    float proj1 = vec2_dot(v1, normal);

    if ((proj0 == 0) || (proj1 == 0))
        return true;

    // TODO: float_sign()
    if ((proj0 > 0) && (proj1 < 0))
        return true;
    if ((proj0 < 0) && (proj1 > 0))
        return true;

    return false;
#else
    vec2 intersection = vec2_zero();

    vec2 b = vec2_sub(a1, a0);
    vec2 d = vec2_sub(b1, b0);
    float b_dot_p_perp = (b.x * d.y) - (b.y * d.x);

    if (b_dot_p_perp == 0)
        return false;

    vec2 c = vec2_sub(b0, a0);
    float t = ((c.x * d.y) - (c.y * d.x)) / b_dot_p_perp;
    if ((t < 0) || (t > 1))
        return false;

    float u = ((c.x * b.y) - (c.y * b.x)) / b_dot_p_perp;
    if ((u < 0) || (u > 1))
        return false;

    // TODO: make this an output parameter
    intersection = vec2_add(a0, vec2_mul(b, t));

    return true;
#endif
}
示例#6
0
文件: foe.c 项目: mpersano/protozoa
static void
add_generator(int type, const struct event *ev)
{
	struct foe_generator *p = get_foe_generator();

	if (p != NULL) {
		p->generator_type = type;
		p->foe_count = ev->foe_count;
		p->foe_type = ev->foe_type;
		if (ev->center)
			p->center = *ev->center;
		else
			vec2_zero(&p->center);
		p->radius = ev->radius;
		p->border = ev->wall;
		p->powerup_type = ev->powerup_type;
	}
}
void OBSBasicPreview::mousePressEvent(QMouseEvent *event)
{
	OBSBasic *main = reinterpret_cast<OBSBasic*>(App()->GetMainWindow());
	float x = float(event->x()) - main->previewX;
	float y = float(event->y()) - main->previewY;

	if (event->button() != Qt::LeftButton)
		return;

	mouseDown = true;

	vec2_set(&startPos, x, y);
	GetStretchHandleData(startPos);

	vec2_divf(&startPos, &startPos, main->previewScale);
	startPos.x = std::round(startPos.x);
	startPos.y = std::round(startPos.y);

	mouseOverItems = SelectedAtPos(startPos);
	vec2_zero(&lastMoveOffset);
}
示例#8
0
文件: foe.c 项目: mpersano/protozoa
static void
jarhead_create(struct foe_jarhead *f)
{
	f->state = JARHEAD_ALIVE;
	vec2_zero(&f->common.dir);
}
示例#9
0
文件: coin.c 项目: AntonioCS/Corange
coin* coin_new() {
  coin* c = malloc(sizeof(coin));
  c->position = vec2_zero();
  return c;
}
示例#10
0
static void update_item_transform(struct obs_scene_item *item)
{
	uint32_t        width         = obs_source_get_width(item->source);
	uint32_t        height        = obs_source_get_height(item->source);
	uint32_t        cx            = calc_cx(item, width);
	uint32_t        cy            = calc_cy(item, height);
	struct vec2     base_origin;
	struct vec2     origin;
	struct vec2     scale         = item->scale;
	struct calldata params;
	uint8_t         stack[128];

	if (os_atomic_load_long(&item->defer_update) > 0)
		return;

	width = cx;
	height = cy;

	vec2_zero(&base_origin);
	vec2_zero(&origin);

	/* ----------------------- */

	if (item->bounds_type != OBS_BOUNDS_NONE) {
		calculate_bounds_data(item, &origin, &scale, &cx, &cy);
	} else {
		cx = (uint32_t)((float)cx * scale.x);
		cy = (uint32_t)((float)cy * scale.y);
	}

	add_alignment(&origin, item->align, (int)cx, (int)cy);

	matrix4_identity(&item->draw_transform);
	matrix4_scale3f(&item->draw_transform, &item->draw_transform,
			scale.x, scale.y, 1.0f);
	matrix4_translate3f(&item->draw_transform, &item->draw_transform,
			-origin.x, -origin.y, 0.0f);
	matrix4_rotate_aa4f(&item->draw_transform, &item->draw_transform,
			0.0f, 0.0f, 1.0f, RAD(item->rot));
	matrix4_translate3f(&item->draw_transform, &item->draw_transform,
			item->pos.x, item->pos.y, 0.0f);

	item->output_scale = scale;

	/* ----------------------- */

	if (item->bounds_type != OBS_BOUNDS_NONE) {
		vec2_copy(&scale, &item->bounds);
	} else {
		scale.x = (float)width  * item->scale.x;
		scale.y = (float)height * item->scale.y;
	}

	add_alignment(&base_origin, item->align, (int)scale.x, (int)scale.y);

	matrix4_identity(&item->box_transform);
	matrix4_scale3f(&item->box_transform, &item->box_transform,
			scale.x, scale.y, 1.0f);
	matrix4_translate3f(&item->box_transform, &item->box_transform,
			-base_origin.x, -base_origin.y, 0.0f);
	matrix4_rotate_aa4f(&item->box_transform, &item->box_transform,
			0.0f, 0.0f, 1.0f, RAD(item->rot));
	matrix4_translate3f(&item->box_transform, &item->box_transform,
			item->pos.x, item->pos.y, 0.0f);

	/* ----------------------- */

	item->last_width  = width;
	item->last_height = height;

	calldata_init_fixed(&params, stack, sizeof(stack));
	calldata_set_ptr(&params, "scene", item->parent);
	calldata_set_ptr(&params, "item", item);
	signal_handler_signal(item->parent->source->context.signals,
			"item_transform", &params);
}
示例#11
0
static void recalculate_transition_matrix(obs_source_t *tr, size_t idx)
{
    obs_source_t *child;
    struct matrix4 mat;
    struct vec2 pos;
    struct vec2 scale;
    float tr_cx = (float)tr->transition_actual_cx;
    float tr_cy = (float)tr->transition_actual_cy;
    float source_cx;
    float source_cy;
    float tr_aspect = tr_cx / tr_cy;
    float source_aspect;
    enum obs_transition_scale_type scale_type = tr->transition_scale_type;

    lock_transition(tr);

    child = tr->transition_sources[idx];
    if (!child) {
        unlock_transition(tr);
        return;
    }

    source_cx = (float)obs_source_get_width(child);
    source_cy = (float)obs_source_get_height(child);
    unlock_transition(tr);

    if (source_cx == 0.0f || source_cy == 0.0f)
        return;

    source_aspect = source_cx / source_cy;

    if (scale_type == OBS_TRANSITION_SCALE_MAX_ONLY) {
        if (source_cx > tr_cx || source_cy > tr_cy) {
            scale_type = OBS_TRANSITION_SCALE_ASPECT;
        } else {
            scale.x = 1.0f;
            scale.y = 1.0f;
        }
    }

    if (scale_type == OBS_TRANSITION_SCALE_ASPECT) {
        bool use_width = tr_aspect < source_aspect;
        scale.x = scale.y = use_width ?
                            tr_cx / source_cx :
                            tr_cy / source_cy;

    } else if (scale_type == OBS_TRANSITION_SCALE_STRETCH) {
        scale.x = tr_cx / source_cx;
        scale.y = tr_cy / source_cy;
    }

    source_cx *= scale.x;
    source_cy *= scale.y;

    vec2_zero(&pos);
    add_alignment(&pos, tr->transition_alignment,
                  (int)(tr_cx - source_cx),
                  (int)(tr_cy - source_cy));

    matrix4_identity(&mat);
    matrix4_scale3f(&mat, &mat, scale.x, scale.y, 1.0f);
    matrix4_translate3f(&mat, &mat, pos.x, pos.y, 0.0f);
    matrix4_copy(&tr->transition_matrices[idx], &mat);
}
示例#12
0
文件: gx.c 项目: LWSS/gx
void tick_game(struct GameMemory *memory, struct Input *input, uint32 screen_width, uint32 screen_height, float dt)
{
    struct GameState *game_state = (struct GameState *)memory->game_memory;
    struct RenderBuffer *render_buffer = (struct RenderBuffer *)memory->render_memory;

    clear_render_buffer(render_buffer);

    for (uint32 i = 0; i < game_state->visibility_graph.vertex_count; ++i)
    {
        vec2 vertex = game_state->visibility_graph.vertices[i];
        draw_world_quad_buffered(render_buffer, vertex, vec2_scalar(0.1f), vec4_zero(), vec3_new(0, 1, 1));
    }

    for (uint32 i = 0; i < game_state->visibility_graph.edge_count; ++i)
    {
        uint32 *edge = &game_state->visibility_graph.edges[i][0];

        vec2 p0 = game_state->visibility_graph.vertices[edge[0]];
        vec2 p1 = game_state->visibility_graph.vertices[edge[1]];

        draw_world_line_buffered(render_buffer, p0, p1, vec3_new(1, 1, 0));
    }

    if (mouse_down(MOUSE_LEFT, input))
    {
        struct AABB box = calc_mouse_selection_box(input, MOUSE_LEFT);

        vec2 size = vec2_sub(box.max, box.min);
        vec2 bottom_left  = vec2_new(box.min.x, box.max.y);
        vec2 bottom_right = vec2_new(box.max.x, box.max.y);
        vec2 top_left     = vec2_new(box.min.x, box.min.y);
        vec2 top_right    = vec2_new(box.max.x, box.min.y);

        const uint32 outline_thickness = 1;

        draw_screen_quad_buffered(render_buffer, top_left, vec2_new(size.x, outline_thickness), vec4_zero(), vec3_new(1, 1, 0));
        draw_screen_quad_buffered(render_buffer, bottom_left, vec2_new(size.x, outline_thickness), vec4_zero(), vec3_new(1, 1, 0));
        draw_screen_quad_buffered(render_buffer, top_left, vec2_new(outline_thickness, size.y), vec4_zero(), vec3_new(1, 1, 0));
        draw_screen_quad_buffered(render_buffer, top_right, vec2_new(outline_thickness, size.y), vec4_zero(), vec3_new(1, 1, 0));
    }

    if (mouse_released(MOUSE_LEFT, input))
    {
        // Clear previous selection.
        game_state->selected_ship_count = 0;

        struct AABB screen_selection_box = calc_mouse_selection_box(input, MOUSE_LEFT);

        // Because screen space y-values are inverted, these two results have conflicting
        // y-values, i.e. screen_to_world_min.y is actually the maximum y. These values
        // are then properly min/maxed and stored correctly in world_selection_box.
        vec2 screen_to_world_min = screen_to_world_coords(screen_selection_box.min, &game_state->camera, screen_width, screen_height);
        vec2 screen_to_world_max = screen_to_world_coords(screen_selection_box.max, &game_state->camera, screen_width, screen_height);

        struct AABB world_selection_box;
        world_selection_box.min = min_vec2(screen_to_world_min, screen_to_world_max);
        world_selection_box.max = max_vec2(screen_to_world_min, screen_to_world_max);

        // Add colliding ships to the selection list.
        // TODO: optimize, spatial grid hash?
        for (uint32 i = 0; i < game_state->ship_count; ++i)
        {
            struct Ship *ship = &game_state->ships[i];
            struct AABB ship_aabb = aabb_from_transform(ship->position, ship->size);

            vec2 center = vec2_div(vec2_add(ship_aabb.min, ship_aabb.max), 2.0f);

            if (aabb_aabb_intersection(world_selection_box, ship_aabb))
                game_state->selected_ships[game_state->selected_ship_count++] = ship->id;
        }

        if (game_state->selected_ship_count > 0)
            fprintf(stderr, "selected %u ships\n", game_state->selected_ship_count);
    }

    if (mouse_down(MOUSE_RIGHT, input))
    {
        vec2 target_position = screen_to_world_coords(input->mouse_position, &game_state->camera, screen_width, screen_height);

        for (uint32 i = 0; i < game_state->selected_ship_count; ++i)
        {
            uint32 id = game_state->selected_ships[i];
            struct Ship *ship = get_ship_by_id(game_state, id);

            ship->target_position = target_position;
            ship->move_order = true;
        }
    }

    // Outline selected ships.
    for (uint32 i = 0; i < game_state->selected_ship_count; ++i)
    {
        uint32 id = game_state->selected_ships[i];
        struct Ship *ship = get_ship_by_id(game_state, id);

        draw_world_quad_buffered(render_buffer, ship->position, vec2_mul(ship->size, 1.1f), vec4_zero(), vec3_new(0, 1, 0));

        if (ship->move_order)
            draw_world_quad_buffered(render_buffer, ship->target_position, vec2_new(0.5f, 0.5f), vec4_zero(), vec3_new(0, 1, 0));
    }

    // Handle move orders.
    for (uint32 i = 0; i < game_state->ship_count; ++i)
    {
        struct Ship *ship = &game_state->ships[i];
        if (ship->move_order)
        {
            vec2 direction = vec2_zero();
            /*
            if (vec2_length2(direction) < FLOAT_EPSILON)
                direction = vec2_normalize(vec2_sub(ship->target_position, ship->position));
                */
            ship->move_velocity = vec2_mul(direction, 2.0f);

            /*
            vec2 direction = vec2_normalize(vec2_sub(ship->target_position, ship->position));
            ship->move_velocity = vec2_mul(direction, 2.0f);
            */

            if (vec2_distance2(ship->position, ship->target_position) < 0.1f)
            {
                ship->move_velocity = vec2_zero();
                ship->move_order = false;
            }
        }
    }

    tick_camera(input, &game_state->camera, dt);

    tick_combat(game_state, dt);
    tick_physics(game_state, dt);
}
示例#13
0
文件: gx.c 项目: LWSS/gx
static void tick_physics(struct GameState *game_state, float dt)
{
    // Projectile kinematics.
    for (uint32 i = 0; i < game_state->projectile_count; ++i)
    {
        struct Projectile *projectile = &game_state->projectiles[i];

        // r = r0 + (v*t) + (a*t^2)/2
        projectile->position = vec2_add(projectile->position, vec2_mul(projectile->velocity, dt));
    }

    // Ship kinematics.
    for (uint32 i = 0; i < game_state->ship_count; ++i)
    {
        struct Ship *ship = &game_state->ships[i];

        vec2 move_acceleration = vec2_zero();

        // v = v0 + (a*t)
        ship->move_velocity = vec2_add(ship->move_velocity, vec2_mul(move_acceleration, dt));

        // r = r0 + (v*t) + (a*t^2)/2
        ship->position = vec2_add(vec2_add(ship->position, vec2_mul(ship->move_velocity, dt)), vec2_div(vec2_mul(move_acceleration, dt * dt), 2.0f));
    }

    //
    // TODO: spatial hashing
    //

    // Projectile collision.
    for (uint32 i = 0; i < game_state->projectile_count; ++i)
    {
        struct Projectile *projectile = &game_state->projectiles[i];
        struct AABB projectile_aabb = aabb_from_transform(projectile->position, projectile->size);

        // Projectile-building collision.
        for (uint32 j = 0; j < game_state->building_count; ++j)
        {
            struct Building *building = &game_state->buildings[j];
            struct AABB building_aabb = aabb_from_transform(building->position, building->size);

            if (aabb_aabb_intersection(projectile_aabb, building_aabb))
            {
                // TODO: damage building if not friendly
                destroy_projectile(game_state, projectile);
                break;
            }
        }

        // NOTE: owner may be dead and destroyed at this point, so checking for NULL might be required.
        struct Ship *owner = get_ship_by_id(game_state, projectile->owner);

        // Projectile-ship collision.
        for (uint32 j = 0; j < game_state->ship_count; ++j)
        {
            struct Ship *ship = &game_state->ships[j];
            if (ship->id == projectile->owner)
                continue;

#if 0
            // Allow projectiles to pass through teammates.
            if (ship->team == projectile->team)
                continue;
#endif

            struct AABB ship_aabb = aabb_from_transform(ship->position, ship->size);

            if (aabb_aabb_intersection(projectile_aabb, ship_aabb))
            {
                // Disable friendly fire.
                if (ship->team != projectile->team)
                    damage_ship(game_state, ship, projectile->damage);

                destroy_projectile(game_state, projectile);
                break;
            }
        }
    }

    // TODO: optimize
    // Ship collision.
    if (game_state->ship_count >= 2)
    {
        for (uint32 i = 0; i < game_state->ship_count - 1; ++i)
        {
            struct Ship *a = &game_state->ships[i];
            struct AABB a_aabb = aabb_from_transform(a->position, a->size);
            vec2 a_center = vec2_div(vec2_add(a_aabb.min, a_aabb.max), 2.0f);
            vec2 a_half_extents = vec2_div(vec2_sub(a_aabb.max, a_aabb.min), 2.0f);

            // Ship-building collision.
            for (uint32 j = 0; j < game_state->building_count; ++j)
            {
                struct Building *building = &game_state->buildings[j];
                struct AABB b_aabb = aabb_from_transform(building->position, building->size);

                if (aabb_aabb_intersection(a_aabb, b_aabb))
                {
                    vec2 b_center = vec2_div(vec2_add(b_aabb.min, b_aabb.max), 2.0f);
                    vec2 b_half_extents = vec2_div(vec2_sub(b_aabb.max, b_aabb.min), 2.0f);

                    vec2 intersection = vec2_sub(vec2_abs(vec2_sub(b_center, a_center)), vec2_add(a_half_extents, b_half_extents));
                    if (intersection.x > intersection.y)
                    {
                        a->move_velocity.x = 0.0f;

                        if (a->position.x < building->position.x)
                            a->position.x += intersection.x/2.0f;
                        else
                            a->position.x -= intersection.x/2.0f;
                    }
                    else
                    {
                        a->move_velocity.y = 0.0f;

                        if (a->position.y < building->position.y)
                            a->position.y += intersection.y/2.0f;
                        else
                            a->position.y -= intersection.y/2.0f;
                    }
                }
            }

            // Ship-ship collision.
            for (uint32 j = i + 1; j < game_state->ship_count; ++j)
            {
                struct Ship *b = &game_state->ships[j];
                struct AABB b_aabb = aabb_from_transform(b->position, b->size);

                if (aabb_aabb_intersection(a_aabb, b_aabb))
                {
                    vec2 b_center = vec2_div(vec2_add(b_aabb.min, b_aabb.max), 2.0f);
                    vec2 b_half_extents = vec2_div(vec2_sub(b_aabb.max, b_aabb.min), 2.0f);

                    vec2 intersection = vec2_sub(vec2_abs(vec2_sub(b_center, a_center)), vec2_add(a_half_extents, b_half_extents));
                    if (intersection.x > intersection.y)
                    {
                        if (abs_float(a->move_velocity.x) > abs_float(b->move_velocity.x))
                            a->move_velocity.x = 0.0f;
                        else
                            b->move_velocity.x = 0.0f;

                        if (a->position.x < b->position.x)
                        {
                            a->position.x += intersection.x/2.0f;
                            b->position.x -= intersection.x/2.0f;
                        }
                        else
                        {
                            a->position.x -= intersection.x/2.0f;
                            b->position.x += intersection.x/2.0f;
                        }
                    }
                    else
                    {
                        if (abs_float(a->move_velocity.y) > abs_float(b->move_velocity.y))
                            a->move_velocity.y = 0.0f;
                        else
                            b->move_velocity.y = 0.0f;

                        if (a->position.y < b->position.y)
                        {
                            a->position.y += intersection.y/2.0f;
                            b->position.y -= intersection.y/2.0f;
                        }
                        else
                        {
                            a->position.y -= intersection.y/2.0f;
                            b->position.y += intersection.y/2.0f;
                        }
                    }
                }
            }
        }
    }
}
示例#14
0
文件: gx.c 项目: LWSS/gx
static void tick_camera(struct Input *input, struct Camera *camera, float dt)
{
    //
    // move
    //

    vec2 camera_up = vec2_direction(camera->rotation);
    vec2 camera_right = vec2_direction(camera->rotation - PI_OVER_TWO);

    vec2 move_acceleration = vec2_zero();
    if (key_down(GLFW_KEY_W, input))
        move_acceleration = vec2_add(move_acceleration, camera_up);
    if (key_down(GLFW_KEY_A, input))
        move_acceleration = vec2_add(move_acceleration, vec2_negate(camera_right));
    if (key_down(GLFW_KEY_S, input))
        move_acceleration = vec2_add(move_acceleration, vec2_negate(camera_up));
    if (key_down(GLFW_KEY_D, input))
        move_acceleration = vec2_add(move_acceleration, camera_right);

    if (vec2_length2(move_acceleration) > FLOAT_EPSILON)
    {
        const float acceleration_magnitude = camera->zoom * 10.0f;
        move_acceleration = vec2_normalize(move_acceleration);
        move_acceleration = vec2_mul(move_acceleration, acceleration_magnitude);

        // v = v0 + (a*t)
        camera->move_velocity = vec2_add(camera->move_velocity, vec2_mul(move_acceleration, dt));

        // Clamp move velocity.
        const float max_move_speed = 5.0f * sqrtf(camera->zoom);
        if (vec2_length2(camera->move_velocity) > (max_move_speed * max_move_speed))
            camera->move_velocity = vec2_mul(vec2_normalize(camera->move_velocity), max_move_speed);
    }

    // Number of seconds required for friction to stop movement completely.
    // (because velocity is sampled each frame, actual stop time longer than this)
    float stop_time = 0.1f;
    float inv_stop_time = 1.0f / stop_time;

    if (move_acceleration.x == 0.0f)
        camera->move_velocity.x -= camera->move_velocity.x * inv_stop_time * dt;
    if (move_acceleration.y == 0.0f)
        camera->move_velocity.y -= camera->move_velocity.y * inv_stop_time * dt;

    // r = r0 + (v0*t) + (a*t^2)/2
    camera->position = vec2_add(vec2_add(camera->position, vec2_mul(camera->move_velocity, dt)), vec2_div(vec2_mul(move_acceleration, dt * dt), 2.0f));


    //
    // zoom
    //

    float zoom_acceleration = 0.0f;
    if (key_down(GLFW_KEY_SPACE, input))
        zoom_acceleration += 1.0f;
    if (key_down(GLFW_KEY_LEFT_CONTROL, input))
        zoom_acceleration -= 1.0f;
    zoom_acceleration *= camera->zoom * 50.0f;

    if (zoom_acceleration == 0.0f)
        camera->zoom_velocity -= camera->zoom_velocity * (1.0f / 0.1f) * dt;

    // v = v0 + (a*t)
    camera->zoom_velocity += zoom_acceleration * dt;

    // r = r0 + (v0*t) + (a*t^2)/2
    camera->zoom += (camera->zoom_velocity * dt) + (zoom_acceleration * dt * dt) / 2.0f;

    // Clamp zoom velocity.
    const float max_zoom_speed = 3.0f * camera->zoom;
    camera->zoom_velocity = clamp_float(camera->zoom_velocity, -max_zoom_speed, max_zoom_speed);

    float unclamped_zoom = camera->zoom;
    camera->zoom = clamp_float(camera->zoom, 1.0f, 1000.0f);
    if (camera->zoom != unclamped_zoom)
        camera->zoom_velocity = 0.0f;
}