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extern crate glutin;
pub struct CameraState {
aspect_ratio: f32,
position: (f32, f32, f32),
direction: (f32, f32, f32),
moving_up: bool,
moving_left: bool,
moving_down: bool,
moving_right: bool,
moving_forward: bool,
moving_backward: bool,
}
impl CameraState {
pub fn new() -> CameraState {
CameraState {
aspect_ratio: 1024.0 / 768.0,
position: (0.1, 0.1, 1.0),
direction: (0.0, 0.0, -1.0),
moving_up: false,
moving_left: false,
moving_down: false,
moving_right: false,
moving_forward: false,
moving_backward: false,
}
}
pub fn set_position(&mut self, pos: (f32, f32, f32)) {
self.position = pos;
}
pub fn set_direction(&mut self, dir: (f32, f32, f32)) {
self.direction = dir;
}
pub fn get_perspective(&self) -> [[f32; 4]; 4] {
let fov: f32 = 3.141592 / 2.0;
let zfar = 1024.0;
let znear = 0.1;
let f = 1.0 / (fov / 2.0).tan();
// note: remember that this is column-major, so the lines of code are actually columns
[
[f / self.aspect_ratio, 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
]
}
pub fn get_view(&self) -> [[f32; 4]; 4] {
let f = {
let f = self.direction;
let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
let len = len.sqrt();
(f.0 / len, f.1 / len, f.2 / len)
};
let up = (0.0, 1.0, 0.0);
let s = (f.1 * up.2 - f.2 * up.1,
f.2 * up.0 - f.0 * up.2,
f.0 * up.1 - f.1 * up.0);
let s_norm = {
let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
let len = len.sqrt();
(s.0 / len, s.1 / len, s.2 / len)
};
let u = (s_norm.1 * f.2 - s_norm.2 * f.1,
s_norm.2 * f.0 - s_norm.0 * f.2,
s_norm.0 * f.1 - s_norm.1 * f.0);
let p = (-self.position.0 * s.0 - self.position.1 * s.1 - self.position.2 * s.2,
-self.position.0 * u.0 - self.position.1 * u.1 - self.position.2 * u.2,
-self.position.0 * f.0 - self.position.1 * f.1 - self.position.2 * f.2);
// note: remember that this is column-major, so the lines of code are actually columns
[
[s_norm.0, u.0, f.0, 0.0],
[s_norm.1, u.1, f.1, 0.0],
[s_norm.2, u.2, f.2, 0.0],
[p.0, p.1, p.2, 1.0],
]
}
pub fn update(&mut self) {
let f = {
let f = self.direction;
let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
let len = len.sqrt();
(f.0 / len, f.1 / len, f.2 / len)
};
let up = (0.0, 1.0, 0.0);
let s = (f.1 * up.2 - f.2 * up.1,
f.2 * up.0 - f.0 * up.2,
f.0 * up.1 - f.1 * up.0);
let s = {
let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
let len = len.sqrt();
(s.0 / len, s.1 / len, s.2 / len)
};
let u = (s.1 * f.2 - s.2 * f.1,
s.2 * f.0 - s.0 * f.2,
s.0 * f.1 - s.1 * f.0);
if self.moving_up {
self.position.0 += u.0 * 0.01;
self.position.1 += u.1 * 0.01;
self.position.2 += u.2 * 0.01;
}
if self.moving_left {
self.position.0 -= s.0 * 0.01;
self.position.1 -= s.1 * 0.01;
self.position.2 -= s.2 * 0.01;
}
if self.moving_down {
self.position.0 -= u.0 * 0.01;
self.position.1 -= u.1 * 0.01;
self.position.2 -= u.2 * 0.01;
}
if self.moving_right {
self.position.0 += s.0 * 0.01;
self.position.1 += s.1 * 0.01;
self.position.2 += s.2 * 0.01;
}
if self.moving_forward {
self.position.0 += f.0 * 0.01;
self.position.1 += f.1 * 0.01;
self.position.2 += f.2 * 0.01;
}
if self.moving_backward {
self.position.0 -= f.0 * 0.01;
self.position.1 -= f.1 * 0.01;
self.position.2 -= f.2 * 0.01;
}
}
pub fn process_input(&mut self, event: &glutin::event::WindowEvent) {
let input = match *event {
glutin::event::WindowEvent::KeyboardInput { input, .. } => input,
_ => return,
};
let pressed = input.state == glutin::event::ElementState::Pressed;
let key = match input.virtual_keycode {
Some(key) => key,
None => return,
};
match key {
glutin::event::VirtualKeyCode::Up => self.moving_up = pressed,
glutin::event::VirtualKeyCode::Down => self.moving_down = pressed,
glutin::event::VirtualKeyCode::A => self.moving_left = pressed,
glutin::event::VirtualKeyCode::D => self.moving_right = pressed,
glutin::event::VirtualKeyCode::W => self.moving_forward = pressed,
glutin::event::VirtualKeyCode::S => self.moving_backward = pressed,
_ => (),
};
}
}
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