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use cgmath::{Vector3, Matrix4, Deg, perspective};
pub struct Camera {
position: Vector3<f32>,
perspective: Matrix4<f32>,
pitch: f32,
yaw: f32,
}
const SENSITIVITY: f32 = 1.3 / 20.0;
const FOV: f32 = 90.0;
impl Camera {
pub fn new() -> Self {
let position = Vector3::new(0.0, 0.0, 0.0);
let aspect = 4.0f32 / 3.0f32;
let perspective = perspective(Deg(FOV), aspect, 0.1, 50.0);
Camera {
position,
perspective,
pitch: 0.0,
yaw: 0.0,
}
}
pub fn get_view_proj(&self) -> Matrix4<f32> {
let rotation = Matrix4::from_angle_x(Deg(self.pitch)) *
Matrix4::from_angle_y(Deg(self.yaw));
let translation = Matrix4::from_translation(self.position);
self.perspective * rotation * translation
}
pub fn mouse_look(&mut self, pitch_delta: f32, yaw_delta: f32) {
let mut pitch = self.pitch + (pitch_delta * SENSITIVITY);
let yaw = self.yaw + (yaw_delta * SENSITIVITY);
if pitch < -90.0 {
pitch = -90.0
} else if pitch > 90.0 {
pitch = 90.0
}
self.pitch = pitch;
self.yaw = yaw;
}
}