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use {
super::Camera,
crate::math::{Cone, CoordF, Mat4, Sphere, Vec3},
std::ops::Range,
};
#[derive(Clone)]
pub struct Orthographic {
depth: Range<f32>,
eye: Vec3,
proj: Mat4,
proj_inv: Mat4,
target: Vec3,
view: Mat4,
view_inv: Mat4,
}
impl Orthographic {
pub fn new<T: Into<CoordF>>(eye: Vec3, target: Vec3, dims: T, depth: Range<f32>) -> Self {
let dims = dims.into();
let mut result = Self {
depth: depth.clone(),
eye,
proj: Mat4::orthographic_rh_gl(0.0, dims.x, dims.y, 0.0, depth.start, depth.end),
proj_inv: Mat4::identity(),
target,
view: Mat4::identity(),
view_inv: Mat4::identity(),
};
result.update_view();
result
}
pub fn target(&self) -> Vec3 {
self.target
}
pub fn set_eye(&mut self, eye: Vec3) {
self.eye = eye;
self.update_view();
}
pub fn set_target(&mut self, target: Vec3) {
self.target = target;
self.update_view();
}
fn update_view(&mut self) {
self.view = Mat4::look_at_rh(self.eye, self.target, Vec3::unit_y());
self.view_inv = self.view.inverse();
}
}
impl Camera for Orthographic {
fn depth(&self) -> &Range<f32> {
&self.depth
}
fn eye(&self) -> Vec3 {
self.eye
}
fn overlaps_cone(&self, _c: Cone) -> bool {
true
}
fn overlaps_point(&self, _p: Vec3) -> bool {
true
}
fn overlaps_sphere(&self, _s: Sphere) -> bool {
true
}
fn project_point(&self, p: Vec3) -> Vec3 {
self.proj.transform_point3(p)
}
fn projection(&self) -> Mat4 {
self.proj
}
fn unproject_point(&self, p: Vec3) -> Vec3 {
self.proj_inv.transform_point3(p)
}
fn view(&self) -> Mat4 {
self.view
}
fn view_inv(&self) -> Mat4 {
self.view_inv
}
}