Nicer way of moving around, still very WIP
parent
d1cd09b52a
commit
e1028d3d89
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@ -1,5 +1,5 @@
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use winit::{
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event::{ElementState, KeyEvent, MouseScrollDelta, WindowEvent},
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event::{ElementState, KeyEvent, MouseButton, MouseScrollDelta, WindowEvent},
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keyboard::{KeyCode, PhysicalKey},
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};
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@ -7,23 +7,48 @@ use crate::camera::Camera;
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pub struct CameraController {
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speed: f32,
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cursor: (f64, f64),
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forward: f32,
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cursor_start: (f32, f32),
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movement: (f32, f32),
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is_moving: bool,
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}
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impl CameraController {
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pub fn new(speed: f32) -> Self {
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Self {
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speed,
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cursor: (0.0, 0.0),
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forward: 0.0,
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cursor_start: (0.0, 0.0),
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movement: (0.0, 0.0),
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is_moving: false,
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}
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}
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pub fn process_events(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::MouseInput { state, button, .. } => {
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if state.is_pressed() && *button == MouseButton::Left {
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self.is_moving = true;
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return true;
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}
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else {
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self.is_moving = false;
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self.movement = (0.0, 0.0);
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}
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false
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}
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WindowEvent::CursorMoved { position, .. } => {
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self.cursor = (position.x, position.y);
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if !self.is_moving {
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self.cursor_start = (position.x as f32, position.y as f32);
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}
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else {
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let x = -self.cursor_start.0 + position.x as f32;
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let x = x * 0.000001;
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let y = self.cursor_start.1 - position.y as f32;
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let y = y * 0.000001;
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self.movement = (x, y);
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}
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true
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}
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WindowEvent::MouseWheel { delta, .. } => match delta {
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@ -50,11 +75,13 @@ impl CameraController {
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camera.eye -= forward_norm * self.speed;
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}
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camera.eye.x = (self.cursor.0 as f32 / 1920.0) - 0.5;
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camera.eye.y = (-self.cursor.1 as f32 / 1080.0) + 0.5;
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if self.is_moving {
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camera.eye.x += self.movement.0;
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camera.eye.y += self.movement.1;
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camera.target.x = (self.cursor.0 as f32 / 1920.0) - 0.5;
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camera.target.y = (-self.cursor.1 as f32 / 1080.0) + 0.5;
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camera.target.x += self.movement.0;
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camera.target.y += self.movement.1;
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}
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self.forward = 0.0;
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}
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