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// Copyright (C) 2019 Oscar Shrimpton
// This program is free software: you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation, either version 3 of the License, or (at your option)
// any later version.
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
// You should have received a copy of the GNU General Public License along
// with this program. If not, see <http://www.gnu.org/licenses/>.
//! Things related to converting 3D world space to 2D screen space
use stockton_types::{Vector3, Matrix4};
use std::f32::consts::PI;
use na::{look_at_lh, perspective_lh_zo, Mat4, Vec4};
/// 90 degrees in radians
const R89: f32 = (PI / 180.0) * 89.0;
/// 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 (world units)
pub position: Vector3,
/// Rotation of the camera (euler angles in radians)
pub rotation: Vector3,
/// The up direction (normalized)
pub up: Vector3,
/// FOV (radians)
pub fov: f32,
/// Near clipping plane (world units)
pub near: f32,
/// Far clipping plane (world units)
pub far: f32,
}
/// Holds settings related to the projection of world space to screen space
/// Also holds maths for generating important matrices
pub struct WorkingCamera {
/// Settings for the camera
settings: CameraSettings,
/// Aspect ratio as a fraction
aspect_ratio: f32,
/// Cached view projection matrix
vp_matrix: Mat4,
/// If true, cached value needs updated
is_dirty: bool
}
impl WorkingCamera {
/// Return a camera with default settings
pub fn defaults(aspect_ratio: f32) -> WorkingCamera {
WorkingCamera::with_settings(CameraSettings {
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,
far: 1024.0,
}, aspect_ratio)
}
/// Return a camera with the given settings
pub fn with_settings(settings: CameraSettings, aspect_ratio: f32) -> WorkingCamera {
WorkingCamera {
aspect_ratio,
settings,
vp_matrix: Mat4::identity(),
is_dirty: true
}
}
/// Get the VP matrix, updating cache if needed
pub fn get_matrix<'a>(&'a mut self) -> &'a Mat4 {
// Update matrix if needed
if self.is_dirty {
self.vp_matrix = self.calc_vp_matrix();
self.is_dirty = false;
}
// Return the matrix
&self.vp_matrix
}
/// Returns a matrix that transforms from world space to screen space
fn calc_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,
&(direction + &self.settings.position),
&self.settings.up
);
// Converts camera space to screen space
let projection_matrix = {
let mut temp = perspective_lh_zo(
self.aspect_ratio,
self.settings.fov,
self.settings.near,
self.settings.far
);
// Vulkan's co-ord system is different from OpenGLs
temp[(1, 1)] *= -1.0;
temp
};
// Chain them together into a single matrix
projection_matrix * view_matrix
}
/// Update the aspect ratio
pub fn update_aspect_ratio(&mut self, new: f32) {
self.aspect_ratio = new;
self.is_dirty = true;
}
/// 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 > R89 {
self.settings.rotation.x = R89;
} else if self.settings.rotation.x <= -R89 {
self.settings.rotation.x = -R89;
}
// -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;
}
pub fn camera_pos(&self) -> Vector3 {
self.settings.position
}
}
#[cfg(test)]
mod tests {
use stockton_types::Matrix4;
use stockton_types::Vector3;
use draw::camera::WorkingCamera;
fn contains_nan(mat: &Matrix4) -> bool{
for x in mat.iter() {
if *x == std::f32::NAN {
return true;
}
}
return false;
}
#[test]
fn camera_vp() {
let mut camera = WorkingCamera::defaults(16.0 / 9.0);
let old = camera.calc_vp_matrix();
println!("initial vp matrix: {:?}", old);
assert!(!contains_nan(&old), "No NaNs for initial matrix");
// Do a 180
camera.rotate(Vector3::new(0.0, 180.0, 0.0));
let new = camera.calc_vp_matrix();
assert!(!contains_nan(&new), "No NaNs after rotating");
println!("new vp matrix: {:?}", new);
assert!(old != new, "VP Matrix changes when camera rotates");
}
}
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