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use na::{Mat4, Vec4};
use std::f32::consts::PI;
use crate::types::Vector3;
/// 90 degrees in radians
const R89: f32 = (PI / 180.0) * 89.0;
/// 180 degrees in radians
const R180: f32 = PI;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Transform {
/// Position of the object
pub position: Vector3,
/// Rotation of the object (euler angles in radians)
pub rotation: Vector3,
}
impl Transform {
pub fn rotate(&mut self, vec: Vector3) {
self.rotation += vec;
// Clamp -pi/2 < pitch < pi/2
if self.rotation.x > R89 {
self.rotation.x = R89;
} else if self.rotation.x <= -R89 {
self.rotation.x = -R89;
}
// -pi < yaw <= pi
if self.rotation.y <= -R180 {
self.rotation.y = R180 - self.rotation.y % -R180;
} else if self.rotation.y > 180.0 {
self.rotation.y = -R180 + self.rotation.y % R180;
}
}
pub fn translate(&mut self, delta: Vector3) {
let rot_matrix =
Mat4::from_euler_angles(-self.rotation.x, self.rotation.y, self.rotation.z);
let new = rot_matrix * Vec4::new(delta.x, delta.y, delta.z, 1.0);
self.position.x += new.x;
self.position.y += new.y;
self.position.z += new.z;
}
}
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct CameraSettings {
/// FOV (radians)
pub fov: f32,
/// Near clipping plane (world units)
pub near: f32,
/// Far clipping plane (world units)
pub far: f32,
}
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