118 lines
3.1 KiB
Rust
118 lines
3.1 KiB
Rust
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use math::vector::Vector3;
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pub trait Camera {
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fn get_view_matrix(&self) -> [[f32; 4]; 4];
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fn get_perspective_matrix(&self, dimensions: (u32, u32)) -> [[f32; 4]; 4] {
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let (width, height) = dimensions;
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let aspect_ratio = height as f32 / width as f32;
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let fov = 3.141592 / 3.0;
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let zfar = 1024.0;
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let znear = 0.1;
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use num::Float;
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let f = 1.0 / (fov / 2.0).tan();
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[
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[f * aspect_ratio , 0.0, 0.0 , 0.0],
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[ 0.0 , f , 0.0 , 0.0],
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[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
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[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
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]
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}
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}
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pub fn look_at_matrix(position: [f32; 3], target: [f32; 3], up: [f32; 3]) -> [[f32; 4]; 4] {
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let f = {
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let f = [
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target[0] - position[0],
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target[1] - position[1],
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target[2] - position[2],
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];
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let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
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let len = len.sqrt();
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[f[0] / len, f[1] / len, f[2] / len]
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};
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let s = [up[1] * f[2] - up[2] * f[1],
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up[2] * f[0] - up[0] * f[2],
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up[0] * f[1] - up[1] * f[0]];
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let s_norm = {
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let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
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let len = len.sqrt();
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[s[0] / len, s[1] / len, s[2] / len]
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};
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let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
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f[2] * s_norm[0] - f[0] * s_norm[2],
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f[0] * s_norm[1] - f[1] * s_norm[0]];
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let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
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-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
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-position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];
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[
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[-s_norm[0], u[0], f[0], 0.0],
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[-s_norm[1], u[1], f[1], 0.0],
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[-s_norm[2], u[2], f[2], 0.0],
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[-p[0], p[1], p[2], 1.0],
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]
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}
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pub struct FixedCamera {
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position: Vector3<f32>,
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target: Vector3<f32>,
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up: Vector3<f32>,
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}
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impl FixedCamera {
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pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> FixedCamera {
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FixedCamera {
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position: position,
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target: target,
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up: up,
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}
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}
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}
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impl Camera for FixedCamera {
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fn get_view_matrix(&self) -> [[f32; 4]; 4] {
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look_at_matrix(self.position.into(), self.target.into(), self.up.into())
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}
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}
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pub struct RotatingCamera {
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distance: f32,
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theta: f32,
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}
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impl RotatingCamera {
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pub fn new(distance: f32) -> RotatingCamera {
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RotatingCamera {
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distance: distance,
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theta: 0.0,
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}
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}
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pub fn increase_theta(&mut self, dt: f32) {
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self.theta += dt;
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}
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}
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impl Camera for RotatingCamera {
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fn get_view_matrix(&self) -> [[f32; 4]; 4] {
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let position = Vector3::new(
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self.distance * self.theta.cos(),
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0.0,
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self.distance * self.theta.sin(),
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);
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let target = Vector3::new(0.0, 0.0, 0.0);
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let up = Vector3::new(0.0, 1.0, 0.0);
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look_at_matrix(position.into(), target.into(), up.into())
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}
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}
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