pub struct CameraState { aspect_ratio: f32, position: (f32, f32, f32), direction: (f32, f32, f32), moving_up: bool, moving_left: bool, moving_down: bool, moving_right: bool, moving_forward: bool, moving_backward: bool, rotate_left: bool, rotate_right: bool, } const SPEED: f32 = 10.0; //1.0; impl CameraState { pub fn new() -> CameraState { CameraState { aspect_ratio: 1_920.0 / 1_080.0, // The second coordinate is for the altitude. position: (3_646.41, 12.3622, 13_113.7), direction: (0.0, 0.0, -1.0), moving_up: false, moving_left: false, moving_down: false, moving_right: false, moving_forward: false, moving_backward: false, rotate_left: false, rotate_right: false, } } pub fn get_perspective(&self) -> [[f32; 4]; 4] { let fov: f32 = std::f32::consts::PI / 2.0; let zfar = 53_209.0; let znear = 0.01; let f = 1.0 / (fov / 2.0).tan(); // note: remember that this is column-major, so the lines of code are actually columns [ [f / self.aspect_ratio, 0.0, 0.0, 0.0], [0.0, f, 0.0, 0.0], [0.0, 0.0, (zfar + znear) / (zfar - znear), 1.0], [0.0, 0.0, -(2.0 * zfar * znear) / (zfar - znear), 0.0], ] } pub fn get_view(&self) -> [[f32; 4]; 4] { let f = { let f = self.direction; let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2; let len = len.sqrt(); (f.0 / len, f.1 / len, f.2 / len) }; let up = (0.0, 1.0, 0.0); let s = ( f.1 * up.2 - f.2 * up.1, f.2 * up.0 - f.0 * up.2, f.0 * up.1 - f.1 * up.0, ); let s_norm = { let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2; let len = len.sqrt(); (s.0 / len, s.1 / len, s.2 / len) }; let u = ( s_norm.1 * f.2 - s_norm.2 * f.1, s_norm.2 * f.0 - s_norm.0 * f.2, s_norm.0 * f.1 - s_norm.1 * f.0, ); let p = ( -self.position.0 * s.0 - self.position.1 * s.1 - self.position.2 * s.2, -self.position.0 * u.0 - self.position.1 * u.1 - self.position.2 * u.2, -self.position.0 * f.0 - self.position.1 * f.1 - self.position.2 * f.2, ); // note: remember that this is column-major, so the lines of code are actually columns [ [s_norm.0, u.0, f.0, 0.0], [s_norm.1, u.1, f.1, 0.0], [s_norm.2, u.2, f.2, 0.0], [p.0, p.1, p.2, 1.0], ] } pub fn update(&mut self) { let f = { let f = self.direction; let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2; let len = len.sqrt(); (f.0 / len, f.1 / len, f.2 / len) }; let up = (0.0, 1.0, 0.0); let s = ( f.1 * up.2 - f.2 * up.1, f.2 * up.0 - f.0 * up.2, f.0 * up.1 - f.1 * up.0, ); let s = { let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2; let len = len.sqrt(); (s.0 / len, s.1 / len, s.2 / len) }; let u = ( s.1 * f.2 - s.2 * f.1, s.2 * f.0 - s.0 * f.2, s.0 * f.1 - s.1 * f.0, ); if self.moving_up { self.position.0 += u.0 * SPEED; self.position.1 += u.1 * SPEED; self.position.2 += u.2 * SPEED; } if self.moving_left { self.position.0 -= s.0 * SPEED; self.position.1 -= s.1 * SPEED; self.position.2 -= s.2 * SPEED; } if self.moving_down { self.position.0 -= u.0 * SPEED; self.position.1 -= u.1 * SPEED; self.position.2 -= u.2 * SPEED; } if self.moving_right { self.position.0 += s.0 * SPEED; self.position.1 += s.1 * SPEED; self.position.2 += s.2 * SPEED; } if self.moving_forward { self.position.0 += f.0 * SPEED; self.position.1 += f.1 * SPEED; self.position.2 += f.2 * SPEED; } if self.moving_backward { self.position.0 -= f.0 * SPEED; self.position.1 -= f.1 * SPEED; self.position.2 -= f.2 * SPEED; } if self.rotate_left { let theta: f32 = -0.1; let a_x = self.direction.0; let a_y = self.direction.2; let cos_theta = theta.cos(); let sin_theta = theta.sin(); self.direction.0 = cos_theta * a_x - sin_theta * a_y; self.direction.2 = sin_theta * a_x + cos_theta * a_y; } if self.rotate_right { let theta: f32 = 0.1; let a_x = self.direction.0; let a_y = self.direction.2; let cos_theta = theta.cos(); let sin_theta = theta.sin(); self.direction.0 = cos_theta * a_x - sin_theta * a_y; self.direction.2 = sin_theta * a_x + cos_theta * a_y; } if self.rotate_left || self.rotate_right { let norm = (self.direction.0.powi(2) + self.direction.2.powi(2)).sqrt(); self.direction.0 /= norm; self.direction.1 /= norm; } } pub fn process_input(&mut self, event: &glutin::event::WindowEvent<'_>) { let input = match *event { glutin::event::WindowEvent::KeyboardInput { input, .. } => input, _ => return, }; let pressed = input.state == glutin::event::ElementState::Pressed; let key = match input.virtual_keycode { Some(key) => key, None => return, }; match key { glutin::event::VirtualKeyCode::Up => self.moving_up = pressed, glutin::event::VirtualKeyCode::Down => self.moving_down = pressed, glutin::event::VirtualKeyCode::Q => self.moving_left = pressed, glutin::event::VirtualKeyCode::D => self.moving_right = pressed, glutin::event::VirtualKeyCode::Z => self.moving_forward = pressed, glutin::event::VirtualKeyCode::S => self.moving_backward = pressed, glutin::event::VirtualKeyCode::A => self.rotate_left = pressed, glutin::event::VirtualKeyCode::E => self.rotate_right = pressed, _ => (), }; } }