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use fj_interop::model::Model;
use fj_viewer::{
InputEvent, NormalizedScreenPosition, RendererInitError, Screen,
ScreenSize, Viewer,
};
use futures::executor::block_on;
use winit::{
dpi::PhysicalPosition,
event::{
ElementState, Event, KeyboardInput, MouseButton, MouseScrollDelta,
VirtualKeyCode, WindowEvent,
},
event_loop::{ControlFlow, EventLoop},
};
use crate::window::{self, Window};
/// Display the provided mesh in a window that processes input
pub fn display(model: Model, invert_zoom: bool) -> Result<(), Error> {
let event_loop = EventLoop::new();
let window = Window::new(&event_loop)?;
let mut viewer = block_on(Viewer::new(&window))?;
viewer.handle_model_update(model);
let mut held_mouse_button = None;
let mut new_size = None;
let mut stop_drawing = false;
event_loop.run(move |event, _, control_flow| {
let input_event = input_event(
&event,
&window,
&held_mouse_button,
viewer.cursor(),
invert_zoom,
);
if let Some(input_event) = input_event {
viewer.handle_input_event(input_event);
}
match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::WindowEvent {
event:
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(virtual_key_code),
..
},
..
},
..
} => match virtual_key_code {
VirtualKeyCode::Escape => *control_flow = ControlFlow::Exit,
VirtualKeyCode::Key1 => {
viewer.toggle_draw_model();
}
VirtualKeyCode::Key2 => {
viewer.toggle_draw_mesh();
}
_ => {}
},
Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
new_size = Some(ScreenSize {
width: size.width,
height: size.height,
});
}
Event::WindowEvent {
event: WindowEvent::MouseInput { state, button, .. },
..
} => match state {
ElementState::Pressed => {
held_mouse_button = Some(button);
viewer.add_focus_point();
}
ElementState::Released => {
held_mouse_button = None;
viewer.remove_focus_point();
}
},
Event::WindowEvent {
event: WindowEvent::MouseWheel { .. },
..
} => viewer.add_focus_point(),
Event::MainEventsCleared => {
window.window().request_redraw();
}
Event::RedrawRequested(_) => {
// Only do a screen resize once per frame. This protects against
// spurious resize events that cause issues with the renderer.
if let Some(size) = new_size.take() {
stop_drawing = size.width == 0 || size.height == 0;
if !stop_drawing {
viewer.handle_screen_resize(size);
}
}
if !stop_drawing {
viewer.draw();
}
}
_ => {}
}
});
}
/// Main loop initialization error
#[derive(Debug, thiserror::Error)]
pub enum Error {
/// Error initializing window
#[error("Error initializing window")]
WindowInit(#[from] window::WindowError),
/// Error initializing graphics
#[error("Error initializing graphics")]
GraphicsInit(#[from] RendererInitError),
}
fn input_event<T>(
event: &Event<T>,
window: &Window,
held_mouse_button: &Option<MouseButton>,
previous_cursor: &mut Option<NormalizedScreenPosition>,
invert_zoom: bool,
) -> Option<InputEvent> {
match event {
Event::WindowEvent {
event: WindowEvent::CursorMoved { position, .. },
..
} => {
let [width, height] = window.size().as_f64();
let aspect_ratio = width / height;
// Cursor position in normalized coordinates (-1 to +1) with
// aspect ratio taken into account.
let current = NormalizedScreenPosition {
x: position.x / width * 2. - 1.,
y: -(position.y / height * 2. - 1.) / aspect_ratio,
};
let event = match (*previous_cursor, held_mouse_button) {
(Some(previous), Some(button)) => match button {
MouseButton::Left => {
let diff_x = current.x - previous.x;
let diff_y = current.y - previous.y;
let angle_x = -diff_y * ROTATION_SENSITIVITY;
let angle_y = diff_x * ROTATION_SENSITIVITY;
Some(InputEvent::Rotation { angle_x, angle_y })
}
MouseButton::Right => {
Some(InputEvent::Translation { previous, current })
}
_ => None,
},
_ => None,
};
*previous_cursor = Some(current);
event
}
Event::WindowEvent {
event: WindowEvent::MouseWheel { delta, .. },
..
} => {
let delta = match delta {
MouseScrollDelta::LineDelta(_, y) => {
f64::from(*y) * ZOOM_FACTOR_LINE
}
MouseScrollDelta::PixelDelta(PhysicalPosition {
y, ..
}) => y * ZOOM_FACTOR_PIXEL,
};
let delta = if invert_zoom { -delta } else { delta };
Some(InputEvent::Zoom(delta))
}
_ => None,
}
}
/// Affects the speed of zoom movement given a scroll wheel input in lines.
///
/// Smaller values will move the camera less with the same input.
/// Larger values will move the camera more with the same input.
const ZOOM_FACTOR_LINE: f64 = 0.075;
/// Affects the speed of zoom movement given a scroll wheel input in pixels.
///
/// Smaller values will move the camera less with the same input.
/// Larger values will move the camera more with the same input.
const ZOOM_FACTOR_PIXEL: f64 = 0.005;
/// Affects the speed of rotation given a change in normalized screen position [-1, 1]
///
/// Smaller values will move the camera less with the same input.
/// Larger values will move the camera more with the same input.
const ROTATION_SENSITIVITY: f64 = 5.;