122 lines
3.6 KiB
Rust
122 lines
3.6 KiB
Rust
//! This models contains structs that help move the camera in a user-friendly way.
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const EPSILON: f32 = 0.001;
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use glium::glutin::{
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Event,
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WindowEvent,
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ElementState,
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MouseButton,
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MouseScrollDelta,
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};
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use math::vector::Vector2;
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use renderer::camera::Camera;
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/// The trait that all controls should implement.
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pub trait Controls {
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/// Modifies the camera depending on the event.
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fn manage_event(&mut self, event: &Event, camera: &mut Camera);
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}
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/// An orbit controls allowing to orbit around an object.
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///
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/// Only object centered are supported.
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pub struct OrbitControls {
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/// The last position of the mouse.
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mouse_position: Vector2<f32>,
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/// Wether the left click of the mouse is pressed or not.
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pressed: bool,
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/// The theta angle of the position of the camera in spheric coordinates.
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theta: f32,
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/// The phi angle of the position of the camera in spheric coordinates.
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phi: f32,
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/// The distance between the camera and the origin.
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distance: f32,
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/// The sensitiviy of the rotation of the mouse.
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sensitivity: f32,
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}
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impl OrbitControls {
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/// Creates a new orbit controls, and initializes the camera.
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pub fn new(camera: &mut Camera) -> OrbitControls {
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let controls = OrbitControls {
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mouse_position: Vector2::new(0.0, 0.0),
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pressed: false,
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theta: 0.0,
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phi: 0.0,
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distance: 5.0,
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sensitivity: 200.0,
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};
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*camera.position.x_mut() = controls.distance * controls.theta.cos();
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*camera.position.y_mut() = 0.0;
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*camera.position.z_mut() = controls.distance * controls.phi.sin();
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controls
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}
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}
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impl Controls for OrbitControls {
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fn manage_event(&mut self, event: &Event, camera: &mut Camera) {
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match *event {
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Event::WindowEvent {
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event: WindowEvent::MouseInput {
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button: MouseButton::Left,
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state, ..
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}, ..
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} => {
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self.pressed = state == ElementState::Pressed;
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},
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Event::WindowEvent {
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event: WindowEvent::MouseWheel {
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delta: MouseScrollDelta::LineDelta(_, y), ..
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}, ..
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} => {
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self.distance -= y;
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*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
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*camera.position.y_mut() = self.distance * self.phi.sin();
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*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
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},
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Event::WindowEvent{
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event: WindowEvent::CursorMoved {
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position: (x, y), ..
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}, ..
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} => {
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let current_position = Vector2::new(x as f32, y as f32);
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if self.pressed {
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let difference = (current_position - self.mouse_position) / self.sensitivity;
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self.theta += difference.x();
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self.phi += difference.y();
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use std::f32::consts::PI;
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self.phi = self.phi.max(- PI/2.0 + EPSILON);
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self.phi = self.phi.min( PI/2.0 - EPSILON);
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*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
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*camera.position.y_mut() = self.distance * self.phi.sin();
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*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
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}
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// Record new position
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self.mouse_position = current_position;
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},
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_ => (),
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}
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}
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}
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