camera sorta works using the old voxel-raycaster style of spherical coords
This commit is contained in:
128
src/camera.rs
128
src/camera.rs
@@ -1,8 +1,10 @@
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use cgmath::{Matrix4, Vector3, Point3, Rad, InnerSpace};
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use winit::event::{MouseScrollDelta, VirtualKeyCode, ElementState};
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use winit::dpi::{PhysicalPosition, LogicalPosition};
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use std::f32::consts::{FRAC_PI_2, PI};
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use std::time::{Duration, Instant};
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use std::f32::consts::FRAC_PI_2;
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use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
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use winit::dpi::{LogicalPosition, PhysicalPosition};
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use winit::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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#[derive(Clone, Copy, Debug, PartialEq)]
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@@ -13,11 +15,7 @@ pub struct Camera {
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}
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impl Camera {
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pub fn new<
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V: Into<Point3<f32>>,
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Y: Into<Rad<f32>>,
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P: Into<Rad<f32>>,
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>(
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pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
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position: V,
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yaw: Y,
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pitch: P,
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@@ -30,21 +28,38 @@ impl Camera {
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}
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pub fn calc_matrix(&self, projection: cgmath::Matrix4<f32>) -> Matrix4<f32> {
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let mx_view = Matrix4::look_at_dir(
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let view_vector = Point3::new(
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(1.0 * self.pitch.0.sin() * self.yaw.0.sin()),
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(1.0 * self.pitch.0.cos()),
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(1.0 * self.pitch.0.sin() * self.yaw.0.cos()),
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);
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let mx_view = Matrix4::look_at(
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self.position,
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Vector3::new(
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self.yaw.0.cos(),
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self.pitch.0.sin(),
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self.yaw.0.sin(),
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).normalize(),
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Point3::new(
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view_vector.x + self.position.x,
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view_vector.y + self.position.y,
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view_vector.z + self.position.z,
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),
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Vector3::unit_y(),
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);
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// I don't know how this works, but it limits pitching to like
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// 70 degrees. Lame
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// let mx_view = Matrix4::look_at_dir(
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// self.position,
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// Vector3::new(
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// self.yaw.0.cos(),
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// self.pitch.0.sin(),
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// self.yaw.0.sin(),
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// ).normalize(),
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// Vector3::unit_y(),
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// );
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let mx_correction = OPENGL_TO_WGPU_MATRIX;
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mx_correction * projection * mx_view
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}
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}
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#[derive(Debug)]
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pub struct CameraController {
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amount_left: f32,
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@@ -79,8 +94,12 @@ impl CameraController {
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}
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}
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pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool{
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let amount = if state == ElementState::Pressed { 1.0 } else { 0.0 };
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pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
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let amount = if state == ElementState::Pressed {
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1.0
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} else {
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0.0
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};
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match key {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.amount_forward = amount;
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@@ -111,38 +130,52 @@ impl CameraController {
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}
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pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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self.rotate_horizontal = mouse_dx as f32;
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self.rotate_horizontal = -mouse_dx as f32;
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self.rotate_vertical = mouse_dy as f32;
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}
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pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
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self.scroll = -match delta {
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// I'm assuming a line is about 100 pixels
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MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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MouseScrollDelta::PixelDelta(LogicalPosition {
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y: scroll,
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..
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}) => *scroll as f32,
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};
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}
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// pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
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// self.scroll = -match delta {
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// // I'm assuming a line is about 100 pixels
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// MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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// MouseScrollDelta::PixelDelta(LogicalPosition {
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// y: scroll,
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// ..
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// }) => *scroll as f32,
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// };
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// }
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
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// Move in/out (aka. "zoom")
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// Note: this isn't an actual zoom. The camera's position
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// changes when zooming. I've added this to make it easier
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// to get closer to an object you want to focus on.
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let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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self.scroll = 0.0;
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let view_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.sin()),
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(1.0 * camera.pitch.0.cos()),
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.cos()),
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);
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let yaw_offset = camera.yaw.0 - Rad(PI).0;
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let right_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * yaw_offset.sin()),
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(1.0 * camera.pitch.0.cos()),
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(1.0 * camera.pitch.0.sin() * yaw_offset.cos()),
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);
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right_vector * (self.amount_right - self.amount_left) * self.speed * dt;
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// I'm not a huge fan of this
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// // Move in/out (aka. "zoom")
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// // Note: this isn't an actual zoom. The camera's position
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// // changes when zooming. I've added this to make it easier
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// // to get closer to an object you want to focus on.
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// let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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// let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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// camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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// self.scroll = 0.0;
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// Move up/down. Since we don't use roll, we can just
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// modify the y coordinate directly.
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@@ -150,7 +183,7 @@ impl CameraController {
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// Rotate
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camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
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camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
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camera.pitch += Rad(self.rotate_vertical) * self.sensitivity * dt;
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// If process_mouse isn't called every frame, these values
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// will not get set to zero, and the camera will rotate
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@@ -159,15 +192,10 @@ impl CameraController {
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self.rotate_vertical = 0.0;
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// Keep the camera's angle from going too high/low.
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if camera.pitch < -Rad(FRAC_PI_2) {
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camera.pitch = -Rad(FRAC_PI_2);
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} else if camera.pitch > Rad(FRAC_PI_2) {
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camera.pitch = Rad(FRAC_PI_2);
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if camera.pitch < -Rad(0.0) {
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camera.pitch = -Rad(0.0);
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} else if camera.pitch > Rad(PI) {
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camera.pitch = Rad(PI);
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}
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}
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}
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