Better camera control

This commit is contained in:
numzero 2024-09-22 19:40:11 +03:00
parent c31e7cb1ec
commit f138aa10ee

View File

@ -1,3 +1,8 @@
use std::{
collections::HashSet,
time::{Instant, SystemTime},
};
use glam::{mat4, vec2, vec3, vec4, Mat4, Quat, Vec2, Vec3};
use glium::{
backend::glutin::SimpleWindowBuilder,
@ -5,7 +10,11 @@ use glium::{
winit::event::{Event, WindowEvent},
Program, Surface, VertexBuffer,
};
use winit::{event::ElementState, event_loop::EventLoop};
use winit::{
event::ElementState,
event_loop::EventLoop,
keyboard::{KeyCode, PhysicalKey},
};
#[derive(Copy, Clone)]
struct Vertex {
@ -53,6 +62,8 @@ fn main() {
.with_title("Refraction: Wireframe")
.build(&event_loop);
let mut keys_pressed = HashSet::<PhysicalKey>::new();
let vs_src = include_str!("ray.v.glsl");
let fs_src = include_str!("ray.f.glsl");
let program = Program::from_source(&display, vs_src, fs_src, None).unwrap();
@ -87,21 +98,50 @@ fn main() {
0.,
);
let mut cur_pos = vec2(0., 0.);
let mut cam_pos = DragCtl::new(rot * vec3(0., 0., 4.));
let mut cam_rot = DragCtl::new(rot.inverse());
let mut cam_pos = DragCtl::new(rot * vec3(0., 0., -4.));
let mut cam_pos_2 = Vec3::ZERO;
let mut cam_rot = DragCtl::new(rot);
let mut t1 = Instant::now();
#[allow(deprecated)]
event_loop
.run(move |ev, window_target| match ev {
Event::WindowEvent { event, .. } => match event {
WindowEvent::RedrawRequested => {
let dt = {
let t2 = Instant::now();
let dt = t2 - t1;
t1 = t2;
dt.as_secs_f32()
};
let v: Vec3 = {
let ctl_left =
keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyA)) as i32 as f32;
let ctl_right =
keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyD)) as i32 as f32;
let ctl_fwd =
keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyW)) as i32 as f32;
let ctl_bwd =
keys_pressed.contains(&PhysicalKey::Code(KeyCode::KeyS)) as i32 as f32;
[
ctl_left * vec3(-1., 0., 0.),
ctl_right * vec3(1., 0., 0.),
ctl_fwd * vec3(0., 0., 1.),
ctl_bwd * vec3(0., 0., -1.),
]
.into_iter()
.sum()
};
cam_pos_2 += 5. * dt * (cam_rot.state() * v);
let size = window.inner_size();
let size = vec2(size.width as f32, size.height as f32).normalize()
* std::f32::consts::SQRT_2;
let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (0.125, 1024.125));
let view =
Mat4::from_quat(cam_rot.state()) * Mat4::from_translation(cam_pos.state());
let view = Mat4::from_quat(cam_rot.state().inverse())
* Mat4::from_translation(-(cam_pos.state() + cam_pos_2));
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.2, 1.0);
@ -142,14 +182,25 @@ fn main() {
cur_pos = vec2(position.x as f32, position.y as f32) / size.length();
cam_pos.on_move(cur_pos, |init, off| {
window.request_redraw();
init + 4. * (cam_rot.state().inverse() * vec3(off.x, -off.y, 0.))
init - 4. * (cam_rot.state() * vec3(off.x, -off.y, 0.))
});
cam_rot.on_move(cur_pos, |init, off| {
window.request_redraw();
Quat::from_euler(glam::EulerRot::YXZ, 5. * off.x, 5. * off.y, 0.) * init
init * Quat::from_euler(glam::EulerRot::YXZ, -2. * off.x, -2. * off.y, 0.)
});
}
WindowEvent::KeyboardInput {
device_id: _,
event,
is_synthetic: _,
} => {
match event.state {
ElementState::Pressed => keys_pressed.insert(event.physical_key),
ElementState::Released => keys_pressed.remove(&event.physical_key),
};
}
WindowEvent::Resized(window_size) => {
display.resize(window_size.into());
}