model-converter/src/renderer/controls.rs

120 lines
3.5 KiB
Rust

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