Dairy-Drift/src/camera.rs

137 lines
4.3 KiB
Rust
Raw Normal View History

#![allow(non_camel_case_types)]
#![allow(non_snake_case)]
#![allow(dead_code)]
use cgmath;
use cgmath::vec3;
use cgmath::prelude::*;
type Point3 = cgmath::Point3<f32>;
type Vector3 = cgmath::Vector3<f32>;
type Matrix4 = cgmath::Matrix4<f32>;
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
#[derive(PartialEq, Clone, Copy)]
pub enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
}
use self::Camera_Movement::*;
// Default camera values
const YAW: f32 = -90.0;
const PITCH: f32 = 0.0;
const SPEED: f32 = 2.5;
const SENSITIVTY: f32 = 0.1;
const ZOOM: f32 = 45.0;
pub struct Camera {
// Camera Attributes
pub Position: Point3,
pub Front: Vector3,
pub Up: Vector3,
pub Right: Vector3,
pub WorldUp: Vector3,
// Euler Angles
pub Yaw: f32,
pub Pitch: f32,
// Camera options
pub MovementSpeed: f32,
pub MouseSensitivity: f32,
pub Zoom: f32,
}
impl Default for Camera {
fn default() -> Camera {
let mut camera = Camera {
Position: Point3::new(0.0, 0.0, 0.0),
Front: vec3(0.0, 0.0, -1.0),
Up: Vector3::zero(), // initialized later
Right: Vector3::zero(), // initialized later
WorldUp: Vector3::unit_y(),
Yaw: YAW,
Pitch: PITCH,
MovementSpeed: SPEED,
MouseSensitivity: SENSITIVTY,
Zoom: ZOOM,
};
camera.updateCameraVectors();
camera
}
}
impl Camera {
/// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
pub fn GetViewMatrix(&self) -> Matrix4 {
Matrix4::look_at(self.Position, self.Position + self.Front, self.Up)
}
/// Processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
pub fn ProcessKeyboard(&mut self, direction: Camera_Movement, deltaTime: f32) {
let velocity = self.MovementSpeed * deltaTime;
if direction == FORWARD {
self.Position += self.Front * velocity;
}
if direction == BACKWARD {
self.Position += -(self.Front * velocity);
}
if direction == LEFT {
self.Position += -(self.Right * velocity);
}
if direction == RIGHT {
self.Position += self.Right * velocity;
}
}
/// Processes input received from a mouse input system. Expects the offset value in both the x and y direction.
pub fn ProcessMouseMovement(&mut self, mut xoffset: f32, mut yoffset: f32, constrainPitch: bool) {
xoffset *= self.MouseSensitivity;
yoffset *= self.MouseSensitivity;
self.Yaw += xoffset;
self.Pitch += yoffset;
// Make sure that when pitch is out of bounds, screen doesn't get flipped
if constrainPitch {
if self.Pitch > 89.0 {
self.Pitch = 89.0;
}
if self.Pitch < -89.0 {
self.Pitch = -89.0;
}
}
// Update Front, Right and Up Vectors using the updated Eular angles
self.updateCameraVectors();
}
// Processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
pub fn ProcessMouseScroll(&mut self, yoffset: f32) {
if self.Zoom >= 1.0 && self.Zoom <= 45.0 {
self.Zoom -= yoffset;
}
if self.Zoom <= 1.0 {
self.Zoom = 1.0;
}
if self.Zoom >= 45.0 {
self.Zoom = 45.0;
}
}
/// Calculates the front vector from the Camera's (updated) Eular Angles
fn updateCameraVectors(&mut self) {
// Calculate the new Front vector
let front = Vector3 {
x: self.Yaw.to_radians().cos() * self.Pitch.to_radians().cos(),
y: self.Pitch.to_radians().sin(),
z: self.Yaw.to_radians().sin() * self.Pitch.to_radians().cos(),
};
self.Front = front.normalize();
// Also re-calculate the Right and Up vector
self.Right = self.Front.cross(self.WorldUp).normalize(); // Normalize the vectors, because their length gets closer to 0 the more you look up or down which results in slower movement.
self.Up = self.Right.cross(self.Front).normalize();
}
}