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-rw-r--r--stockton-render/src/draw/camera.rs79
1 files changed, 67 insertions, 12 deletions
diff --git a/stockton-render/src/draw/camera.rs b/stockton-render/src/draw/camera.rs
index 2abf814..cbad9b1 100644
--- a/stockton-render/src/draw/camera.rs
+++ b/stockton-render/src/draw/camera.rs
@@ -16,9 +16,10 @@
//! Things related to converting 3D world space to 2D screen space
use std::iter::once;
+use std::f32::consts::PI;
use hal::prelude::*;
use hal::buffer::Usage;
-use na::{look_at_lh, perspective_lh_zo};
+use na::{look_at_lh, perspective_lh_zo, radians};
use core::mem::ManuallyDrop;
@@ -26,18 +27,37 @@ use crate::error;
use crate::types::*;
use super::buffer::{StagedBuffer, ModifiableBuffer};
use stockton_types::{Vector3, Matrix4};
+use na::{Mat4, Vec4};
+
+/// 90 degrees in radians
+const R90: f32 = PI / 2.0;
+
+/// 180 degrees in radians
+const R180: f32 = PI;
+
+fn euler_to_direction(euler: &Vector3) -> Vector3 {
+ let pitch = euler.x;
+ let yaw = euler.y;
+ let _roll = euler.z; // TODO: Support camera roll
+
+ Vector3::new(
+ yaw.sin() * pitch.cos(),
+ pitch.sin(),
+ yaw.cos() * pitch.cos()
+ )
+}
pub struct CameraSettings {
- /// Position of the camera
+ /// Position of the camera (world units)
pub position: Vector3,
- /// A point the camera is looking directly at
- pub looking_at: Vector3,
+ /// Rotation of the camera (euler angles in radians)
+ pub rotation: Vector3,
- /// The up direction
+ /// The up direction (normalized)
pub up: Vector3,
- /// FOV in radians
+ /// FOV (radians)
pub fov: f32,
/// Near clipping plane (world units)
@@ -76,8 +96,8 @@ impl<'a> WorkingCamera<'a> {
command_queue: &mut CommandQueue,
command_pool: &mut CommandPool) -> Result<WorkingCamera<'a>, error::CreationError> {
WorkingCamera::with_settings(CameraSettings {
- position: Vector3::new(-320.0, 0.0, 0.0),
- looking_at: Vector3::new(0.0, 0.0, 0.0),
+ position: Vector3::new(0.0, 0.0, 0.0),
+ rotation: Vector3::new(0.0, R90, 0.0),
up: Vector3::new(0.0, 1.0, 0.0),
fov: f32::to_radians(90.0),
near: 0.1,
@@ -176,10 +196,13 @@ impl<'a> WorkingCamera<'a> {
/// Returns a matrix that transforms from world space to screen space
pub fn vp_matrix(&self) -> Matrix4 {
+ // Get look direction from euler angles
+ let direction = euler_to_direction(&self.settings.rotation);
+
// Converts world space to camera space
let view_matrix = look_at_lh(
&self.settings.position,
- &self.settings.looking_at,
+ &(direction + &self.settings.position),
&self.settings.up
);
@@ -208,9 +231,41 @@ impl<'a> WorkingCamera<'a> {
self.is_dirty = true;
}
- /// Move the camera by `delta`
- pub fn move_camera(&mut self, delta: Vector3) {
- self.settings.position += delta;
+ /// Apply rotation of the camera
+ /// `euler` should be euler angles in degrees
+ pub fn rotate(&mut self, euler: Vector3) {
+ // TODO
+ self.settings.rotation += euler;
+
+ // Clamp -pi/2 < pitch < pi/2
+ if self.settings.rotation.x > R90 {
+ self.settings.rotation.x = R90;
+ } else if self.settings.rotation.x < -R90 {
+ self.settings.rotation.x = -R90;
+ }
+
+ // -pi < yaw <= pi
+ if self.settings.rotation.y <= -R180 {
+ self.settings.rotation.y = R180 - self.settings.rotation.y % -R180;
+ } else if self.settings.rotation.y > 180.0 {
+ self.settings.rotation.y = -R180 + self.settings.rotation.y % R180;
+ }
+
+ self.is_dirty = true;
+ }
+
+ /// Move the camera by `delta`, relative to the camera's rotation
+ pub fn move_camera_relative(&mut self, delta: Vector3) {
+ let rot_matrix = Mat4::from_euler_angles(
+ -self.settings.rotation.x,
+ self.settings.rotation.y,
+ self.settings.rotation.z
+ );
+
+ let new = rot_matrix * Vec4::new(delta.x, delta.y, delta.z, 1.0);
+ self.settings.position.x += new.x;
+ self.settings.position.y += new.y;
+ self.settings.position.z += new.z;
self.is_dirty = true;
}