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use cgmath::*;
use std::f32::consts::FRAC_PI_2;
use std::time::Duration;
use winit::dpi::PhysicalPosition;
use winit::event::*;
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
#[derive(Debug)]
pub struct FirstPersonCamera {
pub position: Point3<f32>,
yaw: Rad<f32>,
pitch: Rad<f32>,
}
impl FirstPersonCamera {
pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
position: V,
yaw: Y,
pitch: P,
) -> Self {
Self {
position: position.into(),
yaw: yaw.into(),
pitch: pitch.into(),
}
}
pub fn calc_matrix(&self) -> Matrix4<f32> {
Matrix4::look_to_rh(
self.position,
Vector3::new(self.yaw.0.cos(), self.pitch.0.sin(), self.yaw.0.sin()).normalize(),
Vector3::unit_y(),
)
}
}
pub struct Projection {
aspect: f32,
fovy: Rad<f32>,
znear: f32,
zfar: f32,
}
impl Projection {
pub fn new<F: Into<Rad<f32>>>(width: u32, height: u32, fovy: F, znear: f32, zfar: f32) -> Self {
Self {
aspect: width as f32 / height as f32,
fovy: fovy.into(),
znear,
zfar,
}
}
pub fn resize(&mut self, width: u32, height: u32) {
self.aspect = width as f32 / height as f32;
}
pub fn calc_matrix(&self) -> Matrix4<f32> {
OPENGL_TO_WGPU_MATRIX * perspective(self.fovy, self.aspect, self.znear, self.zfar)
}
}
#[derive(Debug)]
pub struct CameraController {
amount_left: f32,
amount_right: f32,
amount_forward: f32,
amount_backward: f32,
amount_up: f32,
amount_down: f32,
rotate_horizontal: f32,
rotate_vertical: f32,
scroll: f32,
speed: f32,
sensitivity: f32,
}
impl CameraController {
pub fn new(speed: f32, sensitivity: f32) -> Self {
Self {
amount_left: 0.0,
amount_right: 0.0,
amount_forward: 0.0,
amount_backward: 0.0,
amount_up: 0.0,
amount_down: 0.0,
rotate_horizontal: 0.0,
rotate_vertical: 0.0,
scroll: 0.0,
speed,
sensitivity,
}
}
pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
let amount = if state == ElementState::Pressed {
1.0
} else {
0.0
};
match key {
VirtualKeyCode::W | VirtualKeyCode::Up => {
self.amount_forward = amount;
true
}
VirtualKeyCode::S | VirtualKeyCode::Down => {
self.amount_backward = amount;
true
}
VirtualKeyCode::A | VirtualKeyCode::Left => {
self.amount_left = amount;
true
}
VirtualKeyCode::D | VirtualKeyCode::Right => {
self.amount_right = amount;
true
}
VirtualKeyCode::Space => {
self.amount_up = amount;
true
}
VirtualKeyCode::LShift => {
self.amount_down = amount;
true
}
_ => false,
}
}
pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
self.rotate_horizontal = mouse_dx as f32;
self.rotate_vertical = mouse_dy as f32;
}
pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
self.scroll = match delta {
MouseScrollDelta::LineDelta(_, scroll) => -scroll * 0.5,
MouseScrollDelta::PixelDelta(PhysicalPosition { y: scroll, .. }) => -*scroll as f32,
};
}
pub fn update_camera(&mut self, camera: &mut FirstPersonCamera, dt: Duration) {
let dt = dt.as_secs_f32();
let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
let scrollward =
Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
self.scroll = 0.0;
camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
self.rotate_horizontal = 0.0;
self.rotate_vertical = 0.0;
if camera.pitch < -Rad(FRAC_PI_2) {
camera.pitch = -Rad(FRAC_PI_2);
} else if camera.pitch > Rad(FRAC_PI_2) {
camera.pitch = Rad(FRAC_PI_2);
}
}
}