From e1028d3d890d05767943bece0953bdc1b679320f Mon Sep 17 00:00:00 2001 From: Wynd Date: Tue, 5 Nov 2024 01:23:56 +0200 Subject: [PATCH] Nicer way of moving around, still very WIP --- src/controller.rs | 43 +++++++++++++++++++++++++++++++++++-------- 1 file changed, 35 insertions(+), 8 deletions(-) diff --git a/src/controller.rs b/src/controller.rs index bd9d8f5..d88b8b1 100644 --- a/src/controller.rs +++ b/src/controller.rs @@ -1,5 +1,5 @@ use winit::{ - event::{ElementState, KeyEvent, MouseScrollDelta, WindowEvent}, + event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent}, keyboard::{KeyCode, PhysicalKey}, }; @@ -7,23 +7,48 @@ use crate::camera::Camera; pub struct CameraController { speed: f32, - cursor: (f64, f64), forward: f32, + cursor_start: (f32, f32), + movement: (f32, f32), + is_moving: bool, } impl CameraController { pub fn new(speed: f32) -> Self { Self { speed, - cursor: (0.0, 0.0), forward: 0.0, + cursor_start: (0.0, 0.0), + movement: (0.0, 0.0), + is_moving: false, } } pub fn process_events(&mut self, event: &WindowEvent) -> bool { match event { + WindowEvent::MouseInput { state, button, .. } => { + if state.is_pressed() && *button == MouseButton::Left { + self.is_moving = true; + return true; + } + else { + self.is_moving = false; + self.movement = (0.0, 0.0); + } + false + } WindowEvent::CursorMoved { position, .. } => { - self.cursor = (position.x, position.y); + if !self.is_moving { + self.cursor_start = (position.x as f32, position.y as f32); + } + else { + let x = -self.cursor_start.0 + position.x as f32; + let x = x * 0.000001; + let y = self.cursor_start.1 - position.y as f32; + let y = y * 0.000001; + + self.movement = (x, y); + } true } WindowEvent::MouseWheel { delta, .. } => match delta { @@ -50,11 +75,13 @@ impl CameraController { camera.eye -= forward_norm * self.speed; } - camera.eye.x = (self.cursor.0 as f32 / 1920.0) - 0.5; - camera.eye.y = (-self.cursor.1 as f32 / 1080.0) + 0.5; + if self.is_moving { + camera.eye.x += self.movement.0; + camera.eye.y += self.movement.1; - camera.target.x = (self.cursor.0 as f32 / 1920.0) - 0.5; - camera.target.y = (-self.cursor.1 as f32 / 1080.0) + 0.5; + camera.target.x += self.movement.0; + camera.target.y += self.movement.1; + } self.forward = 0.0; }