camera sorta works using the old voxel-raycaster style of spherical coords

This commit is contained in:
2021-02-13 20:51:14 -08:00
parent 9c48da280c
commit b18ea7371a
5 changed files with 146 additions and 99 deletions

View File

@@ -1,8 +1,10 @@
use cgmath::{Matrix4, Vector3, Point3, Rad, InnerSpace};
use winit::event::{MouseScrollDelta, VirtualKeyCode, ElementState};
use winit::dpi::{PhysicalPosition, LogicalPosition};
use std::f32::consts::{FRAC_PI_2, PI};
use std::time::{Duration, Instant};
use std::f32::consts::FRAC_PI_2;
use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
use winit::dpi::{LogicalPosition, PhysicalPosition};
use winit::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
use crate::render::OPENGL_TO_WGPU_MATRIX;
#[derive(Clone, Copy, Debug, PartialEq)]
@@ -13,11 +15,7 @@ pub struct Camera {
}
impl Camera {
pub fn new<
V: Into<Point3<f32>>,
Y: Into<Rad<f32>>,
P: Into<Rad<f32>>,
>(
pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
position: V,
yaw: Y,
pitch: P,
@@ -30,21 +28,38 @@ impl Camera {
}
pub fn calc_matrix(&self, projection: cgmath::Matrix4<f32>) -> Matrix4<f32> {
let mx_view = Matrix4::look_at_dir(
let view_vector = Point3::new(
(1.0 * self.pitch.0.sin() * self.yaw.0.sin()),
(1.0 * self.pitch.0.cos()),
(1.0 * self.pitch.0.sin() * self.yaw.0.cos()),
);
let mx_view = Matrix4::look_at(
self.position,
Vector3::new(
self.yaw.0.cos(),
self.pitch.0.sin(),
self.yaw.0.sin(),
).normalize(),
Point3::new(
view_vector.x + self.position.x,
view_vector.y + self.position.y,
view_vector.z + self.position.z,
),
Vector3::unit_y(),
);
// I don't know how this works, but it limits pitching to like
// 70 degrees. Lame
// let mx_view = Matrix4::look_at_dir(
// self.position,
// Vector3::new(
// self.yaw.0.cos(),
// self.pitch.0.sin(),
// self.yaw.0.sin(),
// ).normalize(),
// Vector3::unit_y(),
// );
let mx_correction = OPENGL_TO_WGPU_MATRIX;
mx_correction * projection * mx_view
}
}
#[derive(Debug)]
pub struct CameraController {
amount_left: f32,
@@ -79,8 +94,12 @@ impl CameraController {
}
}
pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool{
let amount = if state == ElementState::Pressed { 1.0 } else { 0.0 };
pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
let amount = if state == ElementState::Pressed {
1.0
} else {
0.0
};
match key {
VirtualKeyCode::W | VirtualKeyCode::Up => {
self.amount_forward = amount;
@@ -111,38 +130,52 @@ impl CameraController {
}
pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
self.rotate_horizontal = mouse_dx as f32;
self.rotate_horizontal = -mouse_dx as f32;
self.rotate_vertical = mouse_dy as f32;
}
pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
self.scroll = -match delta {
// I'm assuming a line is about 100 pixels
MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
MouseScrollDelta::PixelDelta(LogicalPosition {
y: scroll,
..
}) => *scroll as f32,
};
}
// pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
// self.scroll = -match delta {
// // I'm assuming a line is about 100 pixels
// MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
// MouseScrollDelta::PixelDelta(LogicalPosition {
// y: scroll,
// ..
// }) => *scroll as f32,
// };
// }
pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
// Move forward/backward and left/right
let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
// Move in/out (aka. "zoom")
// Note: this isn't an actual zoom. The camera's position
// changes when zooming. I've added this to make it easier
// to get closer to an object you want to focus on.
let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
self.scroll = 0.0;
let view_vector = Vector3::new(
(1.0 * camera.pitch.0.sin() * camera.yaw.0.sin()),
(1.0 * camera.pitch.0.cos()),
(1.0 * camera.pitch.0.sin() * camera.yaw.0.cos()),
);
let yaw_offset = camera.yaw.0 - Rad(PI).0;
let right_vector = Vector3::new(
(1.0 * camera.pitch.0.sin() * yaw_offset.sin()),
(1.0 * camera.pitch.0.cos()),
(1.0 * camera.pitch.0.sin() * yaw_offset.cos()),
);
camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
camera.position += right_vector * (self.amount_right - self.amount_left) * self.speed * dt;
// I'm not a huge fan of this
// // Move in/out (aka. "zoom")
// // Note: this isn't an actual zoom. The camera's position
// // changes when zooming. I've added this to make it easier
// // to get closer to an object you want to focus on.
// let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
// let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
// camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
// self.scroll = 0.0;
// Move up/down. Since we don't use roll, we can just
// modify the y coordinate directly.
@@ -150,7 +183,7 @@ impl CameraController {
// Rotate
camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
camera.pitch += Rad(self.rotate_vertical) * self.sensitivity * dt;
// If process_mouse isn't called every frame, these values
// will not get set to zero, and the camera will rotate
@@ -159,15 +192,10 @@ impl CameraController {
self.rotate_vertical = 0.0;
// Keep the camera's angle from going too high/low.
if camera.pitch < -Rad(FRAC_PI_2) {
camera.pitch = -Rad(FRAC_PI_2);
} else if camera.pitch > Rad(FRAC_PI_2) {
camera.pitch = Rad(FRAC_PI_2);
if camera.pitch < -Rad(0.0) {
camera.pitch = -Rad(0.0);
} else if camera.pitch > Rad(PI) {
camera.pitch = Rad(PI);
}
}
}