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//! Things related to converting 3D world space to 2D screen space
use legion::maybe_changed;
use na::{look_at_lh, perspective_lh_zo};
use stockton_types::{
components::{CameraSettings, CameraVPMatrix, Transform},
Vector3,
};
use stockton_skeleton::{draw_passes::DrawPass, Renderer};
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(),
)
}
#[system(for_each)]
#[filter(maybe_changed::<Transform>() | maybe_changed::<CameraSettings>())]
pub fn calc_vp_matrix<DP: DrawPass + 'static>(
transform: &Transform,
settings: &CameraSettings,
matrix: &mut CameraVPMatrix,
#[resource] renderer: &Renderer<DP>,
) {
// Get look direction from euler angles
let direction = euler_to_direction(&transform.rotation);
// Converts world space to camera space
let view_matrix = look_at_lh(
&transform.position,
&(transform.position + direction),
&Vector3::new(0.0, 1.0, 0.0),
);
// Converts camera space to screen space
let projection_matrix = {
let mut temp = perspective_lh_zo(
renderer.get_aspect_ratio(),
settings.fov,
settings.near,
settings.far,
);
// Vulkan's co-ord system is different from OpenGLs
temp[(1, 1)] *= -1.0;
temp
};
// Chain them together into a single matrix
matrix.vp_matrix = projection_matrix * view_matrix;
}
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