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@@ -0,0 +1,191 @@
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+use cgmath::*;
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+use std::f32::consts::FRAC_PI_2;
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+use std::time::Duration;
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+use winit::dpi::PhysicalPosition;
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+use winit::event::*;
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+
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+#[rustfmt::skip]
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+pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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+ 1.0, 0.0, 0.0, 0.0,
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+ 0.0, 1.0, 0.0, 0.0,
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+ 0.0, 0.0, 0.5, 0.0,
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+ 0.0, 0.0, 0.5, 1.0,
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+);
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+
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+#[derive(Debug)]
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+pub struct Camera {
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+ pub position: Point3<f32>,
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+ yaw: Rad<f32>,
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+ pitch: Rad<f32>,
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+}
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+
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+impl Camera {
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+ pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
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+ position: V,
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+ yaw: Y,
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+ pitch: P,
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+ ) -> Self {
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+ Self {
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+ position: position.into(),
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+ yaw: yaw.into(),
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+ pitch: pitch.into(),
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+ }
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+ }
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+
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+ pub fn calc_matrix(&self) -> Matrix4<f32> {
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+ Matrix4::look_at_dir(
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+ self.position,
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+ Vector3::new(self.yaw.0.cos(), self.pitch.0.sin(), self.yaw.0.sin()).normalize(),
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+ Vector3::unit_y(),
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+ )
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+ }
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+}
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+
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+pub struct Projection {
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+ aspect: f32,
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+ fovy: Rad<f32>,
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+ znear: f32,
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+ zfar: f32,
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+}
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+
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+impl Projection {
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+ pub fn new<F: Into<Rad<f32>>>(width: u32, height: u32, fovy: F, znear: f32, zfar: f32) -> Self {
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+ Self {
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+ aspect: width as f32 / height as f32,
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+ fovy: fovy.into(),
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+ znear,
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+ zfar,
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+ }
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+ }
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+
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+ pub fn resize(&mut self, width: u32, height: u32) {
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+ self.aspect = width as f32 / height as f32;
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+ }
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+
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+ pub fn calc_matrix(&self) -> Matrix4<f32> {
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+ OPENGL_TO_WGPU_MATRIX * perspective(self.fovy, self.aspect, self.znear, self.zfar)
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+ }
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+}
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+
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+#[derive(Debug)]
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+pub struct CameraController {
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+ amount_left: f32,
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+ amount_right: f32,
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+ amount_forward: f32,
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+ amount_backward: f32,
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+ amount_up: f32,
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+ amount_down: f32,
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+ rotate_horizontal: f32,
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+ rotate_vertical: f32,
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+ scroll: f32,
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+ speed: f32,
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+ sensitivity: f32,
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+}
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+
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+impl CameraController {
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+ pub fn new(speed: f32, sensitivity: f32) -> Self {
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+ Self {
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+ amount_left: 0.0,
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+ amount_right: 0.0,
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+ amount_forward: 0.0,
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+ amount_backward: 0.0,
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+ amount_up: 0.0,
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+ amount_down: 0.0,
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+ rotate_horizontal: 0.0,
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+ rotate_vertical: 0.0,
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+ scroll: 0.0,
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+ speed,
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+ sensitivity,
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+ }
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+ }
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+
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+ pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
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+ let amount = if state == ElementState::Pressed {
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+ 1.0
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+ } else {
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+ 0.0
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+ };
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+ match key {
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+ VirtualKeyCode::W | VirtualKeyCode::Up => {
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+ self.amount_forward = amount;
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+ true
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+ }
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+ VirtualKeyCode::S | VirtualKeyCode::Down => {
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+ self.amount_backward = amount;
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+ true
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+ }
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+ VirtualKeyCode::A | VirtualKeyCode::Left => {
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+ self.amount_left = amount;
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+ true
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+ }
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+ VirtualKeyCode::D | VirtualKeyCode::Right => {
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+ self.amount_right = amount;
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+ true
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+ }
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+ VirtualKeyCode::Space => {
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+ self.amount_up = amount;
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+ true
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+ }
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+ VirtualKeyCode::LShift => {
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+ self.amount_down = amount;
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+ true
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+ }
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+ _ => false,
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+ }
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+ }
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+
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+ pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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+ self.rotate_horizontal = mouse_dx as f32;
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+ self.rotate_vertical = mouse_dy as f32;
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+ }
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+
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+ pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
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+ self.scroll = match delta {
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+ // I'm assuming a line is about 100 pixels
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+ MouseScrollDelta::LineDelta(_, scroll) => -scroll * 0.5,
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+ MouseScrollDelta::PixelDelta(PhysicalPosition { y: scroll, .. }) => -*scroll as f32,
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+ };
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+ }
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+
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+ pub fn update_camera(&mut self, camera: &mut Camera, dt: Duration) {
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+ let dt = dt.as_secs_f32();
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+
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+ // Move forward/backward and left/right
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+ let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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+ let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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+ let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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+ camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
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+ camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
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+
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+ // Move in/out (aka. "zoom")
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+ // Note: this isn't an actual zoom. The camera's position
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+ // changes when zooming. I've added this to make it easier
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+ // to get closer to an object you want to focus on.
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+ let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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+ let scrollward =
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+ Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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+ camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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+ self.scroll = 0.0;
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+
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+ // Move up/down. Since we don't use roll, we can just
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+ // modify the y coordinate directly.
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+ camera.position.y += (self.amount_up - self.amount_down) * self.speed * dt;
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+
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+ // Rotate
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+ camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
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+ camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
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+
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+ // If process_mouse isn't called every frame, these values
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+ // will not get set to zero, and the camera will rotate
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+ // when moving in a non cardinal direction.
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+ self.rotate_horizontal = 0.0;
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+ self.rotate_vertical = 0.0;
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+
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+ // Keep the camera's angle from going too high/low.
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+ if camera.pitch < -Rad(FRAC_PI_2) {
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+ camera.pitch = -Rad(FRAC_PI_2);
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+ } else if camera.pitch > Rad(FRAC_PI_2) {
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+ camera.pitch = Rad(FRAC_PI_2);
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+ }
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+ }
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+}
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