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better movement
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@ -5,6 +5,14 @@
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use std::f32::consts::PI;
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pub fn calculate_forward_direction(yaw: f32, pitch: f32) -> [f32; 3] {
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[
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yaw.cos() * pitch.cos(),
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pitch.sin(),
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yaw.sin() * pitch.cos(),
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]
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}
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pub struct Camera {
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pub yaw: f32,
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pub pitch: f32,
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@ -18,11 +26,12 @@ pub struct Camera {
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impl Camera {
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/// Update camera direction based on yaw/pitch
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pub fn update_direction(&mut self) {
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self.direction = [
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self.yaw.cos() * self.pitch.cos(),
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self.pitch.sin(),
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self.yaw.sin() * self.pitch.cos(),
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];
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self.direction = calculate_forward_direction(self.yaw, self.pitch);
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}
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pub fn forward(&mut self, amount: f32) {
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self.position[0] += self.direction[0] * amount;
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self.position[1] += self.direction[1] * amount;
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self.position[2] += self.direction[2] * amount;
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}
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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@ -16,14 +16,20 @@ pub struct Actions {
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}
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impl Actions {
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pub fn apply_to_camera(&self, camera: &mut Camera) {
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//Apply movement
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camera.position[0] += self.movement[0];
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camera.position[1] += self.movement[1];
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camera.position[2] += self.movement[2];
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//Apply rotation
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camera.yaw -= self.rotation[0];
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camera.pitch -= self.rotation[1];
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camera.update_direction();
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//Apply movement
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let (yaw_sin, yaw_cos) = camera.yaw.sin_cos();
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//forward movement
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camera.position[0] += yaw_cos * self.movement[2];
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camera.position[2] += yaw_sin * self.movement[2];
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//sideways movement
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camera.position[0] -= -yaw_sin * self.movement[0];
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camera.position[2] -= yaw_cos * self.movement[0];
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//up/down movement
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camera.position[1] += self.movement[1];
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}
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}
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