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| 1 | +# This file is part of NIT (http://www.nitlanguage.org). |
| 2 | +# |
| 3 | +# Licensed under the Apache License, Version 2.0 (the "License"); |
| 4 | +# you may not use this file except in compliance with the License. |
| 5 | +# You may obtain a copy of the License at |
| 6 | +# |
| 7 | +# http://www.apache.org/licenses/LICENSE-2.0 |
| 8 | +# |
| 9 | +# Unless required by applicable law or agreed to in writing, software |
| 10 | +# distributed under the License is distributed on an "AS IS" BASIS, |
| 11 | +# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 12 | +# See the License for the specific language governing permissions and |
| 13 | +# limitations under the License. |
| 14 | + |
| 15 | +# Camera services producing Model-View-Projection matrices |
| 16 | +module cameras |
| 17 | + |
| 18 | +import geometry |
| 19 | +import matrix::projection |
| 20 | + |
| 21 | +import display |
| 22 | + |
| 23 | +# A camera with a point of view on the world |
| 24 | +abstract class Camera |
| 25 | + |
| 26 | + # TODO make this a physical object in the world |
| 27 | + |
| 28 | + # The host `GamnitDisplay` |
| 29 | + var display: GamnitDisplay |
| 30 | + |
| 31 | + # Position of this camera in world space |
| 32 | + var position = new Point3d[Float](0.0, 0.0, 0.0) is writable |
| 33 | + |
| 34 | + # The Model-View-Projection matrix created by this camera |
| 35 | + # |
| 36 | + # This method should only be called by the display at the moment |
| 37 | + # of drawing to the screen. |
| 38 | + fun mvp_matrix: Matrix is abstract |
| 39 | +end |
| 40 | + |
| 41 | +# Simple camera with perspective oriented with Euler angles (`pitch`, `yaw`, `roll`) |
| 42 | +class EulerCamera |
| 43 | + super Camera |
| 44 | + |
| 45 | + # Rotation around the X axis (looking down or up) |
| 46 | + var pitch = 0.0 is writable |
| 47 | + |
| 48 | + # Rotation around the Y axis (looking left or right) |
| 49 | + var yaw = 0.0 is writable |
| 50 | + |
| 51 | + # Rotation around the Z axis |
| 52 | + var roll = 0.0 is writable |
| 53 | + |
| 54 | + # Field of view in radians on the vertical axis of the screen |
| 55 | + # |
| 56 | + # Default at `0.8` |
| 57 | + var field_of_view_y = 0.8 is writable |
| 58 | + |
| 59 | + # Clipping wall near the camera, in world dimensions |
| 60 | + # |
| 61 | + # Default at `0.01`. |
| 62 | + var near = 0.01 is writable |
| 63 | + |
| 64 | + # Clipping wall the farthest of the camera, in world dimensions |
| 65 | + # |
| 66 | + # Default at `100.0` but this one should be adapted to each context. |
| 67 | + var far = 100.0 is writable |
| 68 | + |
| 69 | + # Look around sensitivity, used by `turn` |
| 70 | + var sensitivity = 0.005 is writable |
| 71 | + |
| 72 | + # Apply a mouse movement (or similar) to the camera |
| 73 | + # |
| 74 | + # `dx` and `dy` are relative mouse movements in pixels. |
| 75 | + fun turn(dx, dy: Float) |
| 76 | + do |
| 77 | + # Moving on x, turn around the y axis |
| 78 | + yaw -= dx*sensitivity |
| 79 | + pitch -= dy*sensitivity |
| 80 | + |
| 81 | + # Protect rotation around then x axis for not falling on your back |
| 82 | + pitch = pitch.min(pi/2.0) |
| 83 | + pitch = pitch.max(-pi/2.0) |
| 84 | + end |
| 85 | + |
| 86 | + # Move the camera considering the current orientation |
| 87 | + fun move(dx, dy, dz: Float) |
| 88 | + do |
| 89 | + # +dz move forward |
| 90 | + position.x -= yaw.sin*dz |
| 91 | + position.z -= yaw.cos*dz |
| 92 | + |
| 93 | + # +dx strafe to the right |
| 94 | + position.x += yaw.cos*dx |
| 95 | + position.z -= yaw.sin*dx |
| 96 | + |
| 97 | + # +dz move towards the sky |
| 98 | + position.y += dy |
| 99 | + end |
| 100 | + |
| 101 | + # Rotation matrix produced by the current rotation of the camera |
| 102 | + protected fun rotation_matrix: Matrix |
| 103 | + do |
| 104 | + var view = new Matrix.identity(4) |
| 105 | + |
| 106 | + # Rotate the camera, first by looking left or right, then up or down |
| 107 | + view.rotate(yaw, 0.0, 1.0, 0.0) |
| 108 | + view.rotate(pitch, 1.0, 0.0, 0.0) |
| 109 | + view.rotate(roll, 0.0, 0.0, 1.0) |
| 110 | + |
| 111 | + return view |
| 112 | + end |
| 113 | + |
| 114 | + redef fun mvp_matrix |
| 115 | + do |
| 116 | + var view = new Matrix.identity(4) |
| 117 | + |
| 118 | + # Translate the world away from the camera |
| 119 | + view.translate(-position.x/2.0, -position.y/2.0, -position.z/2.0) |
| 120 | + |
| 121 | + # Rotate the camera, first by looking left or right, then up or down |
| 122 | + view = view * rotation_matrix |
| 123 | + |
| 124 | + # Use a projection matrix with a depth |
| 125 | + var projection = new Matrix.perspective(pi*field_of_view_y/2.0, |
| 126 | + display.aspect_ratio, near, far) |
| 127 | + |
| 128 | + return view * projection |
| 129 | + end |
| 130 | +end |
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