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use vecmath::traits::{ Float, Radians };
use Camera;
bitflags!(pub struct Actions: u8 {
const MOVE_FORWARD = 0b00000001;
const MOVE_BACKWARD = 0b00000010;
const STRAFE_LEFT = 0b00000100;
const STRAFE_RIGHT = 0b00001000;
const FLY_UP = 0b00010000;
const FLY_DOWN = 0b00100000;
const MOVE_FASTER = 0b01000000;
});
pub struct FirstPersonSettings<T=f32> {
pub speed_horizontal: T,
pub speed_vertical: T,
pub mouse_sensitivity_horizontal: T,
pub mouse_sensitivity_vertical: T,
}
impl<T> Default for FirstPersonSettings<T>
where T: Float
{
fn default() -> FirstPersonSettings<T> {
FirstPersonSettings {
speed_horizontal: T::one(),
speed_vertical: T::one(),
mouse_sensitivity_horizontal: T::one(),
mouse_sensitivity_vertical: T::one(),
}
}
}
pub struct FirstPerson<T=f32> {
pub settings: FirstPersonSettings<T>,
pub yaw: T,
pub pitch: T,
pub position: [T; 3],
pub velocity: T,
pub actions: Actions,
}
impl<T> FirstPerson<T>
where T: Float
{
pub fn new(
position: [T; 3],
settings: FirstPersonSettings<T>
) -> FirstPerson<T> {
let _0: T = T::zero();
FirstPerson {
settings: settings,
yaw: _0,
pitch: _0,
position: position,
velocity: T::one(),
actions: Actions::empty(),
}
}
pub fn camera(&self, dt: T) -> Camera<T> {
let dh = dt * self.velocity * self.settings.speed_horizontal;
let (dx, dy, dz) = self.movement_direction();
let (s, c) = (self.yaw.sin(), self.yaw.cos());
let mut camera = Camera::new([
self.position[0] + (s * dx - c * dz) * dh,
self.position[1] + dy * dt * self.settings.speed_vertical,
self.position[2] + (s * dz + c * dx) * dh
]);
camera.set_yaw_pitch(self.yaw, self.pitch);
camera
}
pub fn update(&mut self, dt: T) {
let cam = self.camera(dt);
self.position = cam.position;
}
pub fn update_mouse(&mut self, relative_dx: T, relative_dy: T) {
let FirstPerson {
ref mut yaw, ref mut pitch, ref settings, ..
} = *self;
let dx = relative_dx * settings.mouse_sensitivity_horizontal;
let dy = relative_dy * settings.mouse_sensitivity_vertical;
let pi: T = Radians::_180();
let _0 = T::zero();
let _1 = T::one();
let _2 = _1 + _1;
let _3 = _2 + _1;
let _4 = _3 + _1;
let _360 = T::from_isize(360);
*yaw = (*yaw - dx / _360 * pi / _4) % (_2 * pi);
*pitch = *pitch + dy / _360 * pi / _4;
*pitch = (*pitch).min(pi / _2).max(-pi / _2);
}
pub fn movement_direction(&self) -> (T, T, T) {
let (mut dx, mut dy, mut dz) = (T::zero(), T::zero(), T::zero());
let set_axis = |axis: &mut T, positive, negative| {
if self.actions.contains(positive) &&
self.actions.contains(negative) {
*axis = T::zero();
} else if self.actions.contains(positive) {
*axis = T::one();
} else if self.actions.contains(negative) {
*axis = -T::one();
}
};
set_axis(&mut dx, Actions::MOVE_BACKWARD, Actions::MOVE_FORWARD);
set_axis(&mut dz, Actions::STRAFE_LEFT, Actions::STRAFE_RIGHT);
set_axis(&mut dy, Actions::FLY_UP, Actions::FLY_DOWN);
(dx,dy,dz)
}
pub fn enable_actions(&mut self, actions: Actions) {
self.actions |= actions;
}
pub fn disable_action(&mut self, action: Actions) {
self.actions &= !action;
}
}