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use std::f32::consts::{FRAC_PI_2, PI};
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use std::time::{Duration, Instant};
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use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
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use winit::dpi::{LogicalPosition, PhysicalPosition};
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use winit::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Camera {
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pub position: Point3<f32>,
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pub yaw: Rad<f32>,
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pub pitch: Rad<f32>,
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}
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impl Camera {
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pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
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position: V,
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yaw: Y,
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pitch: P,
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) -> Self {
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Self {
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position: position.into(),
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yaw: yaw.into(),
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pitch: pitch.into(),
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}
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}
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pub fn calc_matrix(&self, projection: cgmath::Matrix4<f32>) -> Matrix4<f32> {
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let view_vector = Point3::new(
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(1.0 * self.pitch.0.sin() * self.yaw.0.sin()),
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(1.0 * self.pitch.0.cos()),
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(1.0 * self.pitch.0.sin() * self.yaw.0.cos()),
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);
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let mx_view = Matrix4::look_at(
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self.position,
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Point3::new(
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view_vector.x + self.position.x,
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view_vector.y + self.position.y,
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view_vector.z + self.position.z,
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),
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Vector3::unit_y(),
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);
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// I don't know how this works, but it limits pitching to like
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// 70 degrees. Lame
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// let mx_view = Matrix4::look_at_dir(
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// self.position,
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// Vector3::new(
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// self.yaw.0.cos(),
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// self.pitch.0.sin(),
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// self.yaw.0.sin(),
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// ).normalize(),
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// Vector3::unit_y(),
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// );
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let mx_correction = OPENGL_TO_WGPU_MATRIX;
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mx_correction * projection * mx_view
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}
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}
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#[derive(Debug)]
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pub struct CameraController {
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amount_left: f32,
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amount_right: f32,
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amount_forward: f32,
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amount_backward: f32,
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amount_up: f32,
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amount_down: f32,
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rotate_horizontal: f32,
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rotate_vertical: f32,
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scroll: f32,
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speed: f32,
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sensitivity: f32,
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last_frame: Instant,
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}
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impl CameraController {
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pub fn new(speed: f32, sensitivity: f32) -> Self {
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Self {
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amount_left: 0.0,
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amount_right: 0.0,
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amount_forward: 0.0,
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amount_backward: 0.0,
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amount_up: 0.0,
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amount_down: 0.0,
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rotate_horizontal: 0.0,
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rotate_vertical: 0.0,
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scroll: 0.0,
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speed,
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sensitivity,
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last_frame: Instant::now(),
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}
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}
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pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
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let amount = if state == ElementState::Pressed {
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1.0
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} else {
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0.0
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};
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match key {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.amount_forward = amount;
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true
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.amount_backward = amount;
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true
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.amount_left = amount;
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true
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.amount_right = amount;
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true
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}
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VirtualKeyCode::Space => {
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self.amount_up = amount;
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true
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}
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VirtualKeyCode::LShift => {
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self.amount_down = amount;
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true
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}
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_ => false,
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}
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}
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pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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self.rotate_horizontal = -mouse_dx as f32;
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self.rotate_vertical = mouse_dy as f32;
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}
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// pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
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// self.scroll = -match delta {
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// // I'm assuming a line is about 100 pixels
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// MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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// MouseScrollDelta::PixelDelta(LogicalPosition {
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// y: scroll,
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// ..
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// }) => *scroll as f32,
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// };
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// }
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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let view_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.sin()),
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(1.0 * camera.pitch.0.cos()),
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.cos()),
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);
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let offset = camera.yaw.0 + PI/2.0;
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let pitch = PI/2.0;
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let left_vector = Vector3::new(
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(1.0 * pitch.sin() * offset.sin()),
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(1.0 * pitch.cos()),
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(1.0 * pitch.sin() * offset.cos()),
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);
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += left_vector * (self.amount_left - self.amount_right) * self.speed * dt;
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// I'm not a huge fan of this
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// // Move in/out (aka. "zoom")
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// // Note: this isn't an actual zoom. The camera's position
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// // changes when zooming. I've added this to make it easier
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// // to get closer to an object you want to focus on.
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// let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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// let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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// camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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// self.scroll = 0.0;
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// Move up/down. Since we don't use roll, we can just
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// modify the y coordinate directly.
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camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
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// Rotate
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camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
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camera.pitch += Rad(self.rotate_vertical) * self.sensitivity * dt;
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// If process_mouse isn't called every frame, these values
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// will not get set to zero, and the camera will rotate
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// when moving in a non cardinal direction.
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self.rotate_horizontal = 0.0;
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self.rotate_vertical = 0.0;
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// Keep the camera's angle from going too high/low.
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if camera.pitch < -Rad(0.0) {
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camera.pitch = -Rad(0.0);
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} else if camera.pitch > Rad(PI) {
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camera.pitch = Rad(PI);
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}
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}
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}
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