Skip to main content

roxlap_core/
camera.rs

1//! Camera state — position + orthonormal basis.
2//!
3//! Mirrors voxlaptest's `setcamera(ipo, ist, ihe, ifo, ...)` ABI: a
4//! starting point and three orthonormal axes (right, down, forward).
5//! The convention matches the voxlap C engine so a `.vxl` file's
6//! camera vectors load directly.
7
8/// Camera state. All vectors are in voxel-world units (1 unit = 1
9/// voxel); the basis is right-handed with `down` aligned to +z (i.e.
10/// z grows downward into the map, matching voxlap's coordinate
11/// system).
12///
13/// # Examples
14///
15/// ```
16/// use roxlap_core::Camera;
17///
18/// let cam = Camera::default();
19/// assert_eq!(cam.pos, [1024.0, 1024.0, 128.0]);
20/// assert_eq!(cam.forward, [0.0, 1.0, 0.0]); // looking +y (north)
21/// ```
22#[derive(Debug, Clone, Copy, PartialEq)]
23pub struct Camera {
24    /// Camera position (`ipo` / `dpoint3d` in voxlaptest).
25    pub pos: [f64; 3],
26    /// Right vector (`ist`).
27    pub right: [f64; 3],
28    /// Down vector (`ihe`).
29    pub down: [f64; 3],
30    /// Forward vector (`ifo`).
31    pub forward: [f64; 3],
32}
33
34impl Default for Camera {
35    /// Centred at the middle of a 2048-VSID map, looking +y, level.
36    /// Matches the placeholder vectors voxlaptest's oracle writes
37    /// into the `.vxl` header (see `tests/oracle/oracle.c`).
38    ///
39    /// **Caution:** this placeholder basis is *left-handed*
40    /// (`right × down = -forward`). It is fine for the world raycaster,
41    /// but the sprite frustum cull requires the canonical right-handed
42    /// chirality (`right × down = +forward`) and will reject every
43    /// sprite under this basis. For an interactive camera build the
44    /// basis with [`Camera::from_yaw_pitch`] / [`Camera::orbit`] /
45    /// [`Camera::look_at`] instead of starting from `default()` and
46    /// rotating it. See the [crate-level handedness
47    /// notes](crate#world-handedness-and-the-horizontal-mirror).
48    fn default() -> Self {
49        Self {
50            pos: [1024.0, 1024.0, 128.0],
51            right: [1.0, 0.0, 0.0],
52            down: [0.0, 0.0, 1.0],
53            forward: [0.0, 1.0, 0.0],
54        }
55    }
56}
57
58impl Camera {
59    /// Build a camera from a position plus `yaw` / `pitch` (radians),
60    /// with no roll.
61    ///
62    /// This is the **canonical** voxlap-convention constructor: it
63    /// reproduces `oracle.c::set_camera_yaw_pitch` bit-for-bit, so the
64    /// frustum cull (which requires `right × down = +forward`) accepts
65    /// sprites and the render matches the bit-exact oracle goldens.
66    /// Any project that hand-rolls `right = [-sin yaw, cos yaw, 0]`
67    /// should call this instead — that hand-rolled form is exactly
68    /// this basis, and copying it by hand is the usual source of
69    /// chirality mistakes.
70    ///
71    /// `yaw` sweeps the world's horizontal (x/y) plane: `yaw = 0` looks
72    /// down `+x`, increasing `yaw` turns toward `+y`. `pitch` tilts
73    /// toward `+z` (down): `pitch = 0` is level, positive pitch aims
74    /// downward.
75    ///
76    /// See the [crate-level handedness
77    /// notes](crate#world-handedness-and-the-horizontal-mirror) for why
78    /// the rendered image is horizontally mirrored versus a real camera
79    /// and what to do if you need an un-mirrored world.
80    ///
81    /// # Examples
82    /// ```
83    /// use roxlap_core::Camera;
84    ///
85    /// let cam = Camera::from_yaw_pitch([1024.0, 1024.0, 128.0], 0.0, 0.0);
86    /// // yaw = 0, pitch = 0 → looking down +x.
87    /// assert_eq!(cam.forward, [1.0, 0.0, 0.0]);
88    /// assert_eq!(cam.right, [0.0, 1.0, 0.0]);
89    /// assert_eq!(cam.down, [0.0, 0.0, 1.0]);
90    ///
91    /// // Canonical chirality: right × down == +forward. The sprite
92    /// // frustum cull depends on this; `Camera::default`'s placeholder
93    /// // basis does *not* satisfy it.
94    /// let cross = [
95    ///     cam.right[1] * cam.down[2] - cam.right[2] * cam.down[1],
96    ///     cam.right[2] * cam.down[0] - cam.right[0] * cam.down[2],
97    ///     cam.right[0] * cam.down[1] - cam.right[1] * cam.down[0],
98    /// ];
99    /// assert_eq!(cross, cam.forward);
100    /// ```
101    #[must_use]
102    pub fn from_yaw_pitch(pos: [f64; 3], yaw: f64, pitch: f64) -> Self {
103        let (sy, cy) = yaw.sin_cos();
104        let (sp, cp) = pitch.sin_cos();
105        Self {
106            pos,
107            right: [-sy, cy, 0.0],
108            down: [-cy * sp, -sy * sp, cp],
109            forward: [cy * cp, sy * cp, sp],
110        }
111    }
112
113    /// Orbit camera: look *at* `center` from `dist` voxels away, at the
114    /// given `yaw` / `pitch`. Heading conventions match
115    /// [`Camera::from_yaw_pitch`]; the position is placed `dist` behind
116    /// the forward axis so `center` sits on the view ray.
117    ///
118    /// # Examples
119    /// ```
120    /// use roxlap_core::Camera;
121    ///
122    /// // yaw = 0 → forward = +x, so the eye sits at center − dist·(+x).
123    /// let cam = Camera::orbit(0.0, 0.0, 100.0, [1024.0, 1024.0, 128.0]);
124    /// assert_eq!(cam.forward, [1.0, 0.0, 0.0]);
125    /// assert_eq!(cam.pos, [924.0, 1024.0, 128.0]);
126    /// ```
127    #[must_use]
128    pub fn orbit(yaw: f64, pitch: f64, dist: f64, center: [f64; 3]) -> Self {
129        let mut cam = Self::from_yaw_pitch([0.0; 3], yaw, pitch);
130        cam.pos = [
131            center[0] - cam.forward[0] * dist,
132            center[1] - cam.forward[1] * dist,
133            center[2] - cam.forward[2] * dist,
134        ];
135        cam
136    }
137
138    /// Look from `eye` toward `target`, with no roll (the `right` axis
139    /// stays in the world's horizontal plane). Produces the same
140    /// canonical chirality as [`Camera::from_yaw_pitch`] by recovering
141    /// yaw / pitch from the look direction.
142    ///
143    /// If `eye == target` (or the look direction is purely vertical),
144    /// yaw collapses to `0`; the resulting basis is still orthonormal
145    /// and correctly handed.
146    ///
147    /// # Examples
148    /// ```
149    /// use roxlap_core::Camera;
150    ///
151    /// // Looking from x=924 toward x=1024 (i.e. down +x).
152    /// let cam = Camera::look_at([924.0, 1024.0, 128.0], [1024.0, 1024.0, 128.0]);
153    /// assert_eq!(cam.forward, [1.0, 0.0, 0.0]);
154    /// assert_eq!(cam.right, [0.0, 1.0, 0.0]);
155    /// ```
156    #[must_use]
157    pub fn look_at(eye: [f64; 3], target: [f64; 3]) -> Self {
158        let fx = target[0] - eye[0];
159        let fy = target[1] - eye[1];
160        let fz = target[2] - eye[2];
161        let yaw = fy.atan2(fx);
162        let horiz = (fx * fx + fy * fy).sqrt();
163        let pitch = fz.atan2(horiz);
164        Self::from_yaw_pitch(eye, yaw, pitch)
165    }
166}