camera controls!

This commit is contained in:
griffi-gh 2023-01-15 23:05:45 +01:00
parent a91834a65c
commit f076172fb8
2 changed files with 30 additions and 16 deletions

View file

@ -1,6 +1,6 @@
use glium::{Surface, uniform};
use glium::glutin::{
event::{Event, WindowEvent, DeviceEvent, VirtualKeyCode},
event::{Event, WindowEvent, DeviceEvent, KeyboardInput, VirtualKeyCode},
event_loop::{EventLoop, ControlFlow},
};
use std::time::Instant;
@ -41,6 +41,8 @@ pub fn run() {
let assets = Assets::load_all_sync(&display);
log::info!("init game state");
let mut state = State::init();
state.camera.position = [0., 0., 1.];
state.camera.direction = [0., 0., -1.];
log::info!("game loaded");
//=======================
@ -58,8 +60,7 @@ pub fn run() {
match event {
Event::MainEventsCleared => (),
Event::DeviceEvent {
event: DeviceEvent::MouseMotion{ delta, },
..
event: DeviceEvent::MouseMotion{ delta, }, ..
} => {
state.controls.process_mouse_input(delta.0, delta.1);
}
@ -70,6 +71,14 @@ pub fn run() {
*control_flow = ControlFlow::Exit;
return
},
WindowEvent::KeyboardInput {
input: KeyboardInput {
virtual_keycode: Some(key),
state: el_state, ..
}, ..
} => {
state.controls.process_keyboard_input(key, el_state);
},
_ => return
}
},
@ -81,6 +90,7 @@ pub fn run() {
last_render = now;
let actions = state.controls.calculate(dt);
log::trace!("{}", actions.rotation[0]);
actions.apply_to_camera(&mut state.camera);
let mut target = display.draw();

View file

@ -11,18 +11,18 @@ pub struct InputAmounts {
}
pub struct Actions {
movement: [f32; 3],
rotation: [f32; 2],
pub movement: [f32; 3],
pub rotation: [f32; 2],
}
impl Actions {
pub fn apply_to_camera(&self, camera: &mut Camera) {
//Apply movement
for v in camera.position.iter_mut().zip(self.movement) {
*v.0 += v.1;
*v.0 -= v.1;
}
//Apply rotation
camera.yaw += self.rotation[0];
camera.pitch += self.rotation[1];
camera.yaw -= self.rotation[0];
camera.pitch -= self.rotation[1];
camera.update_direction();
}
}
@ -62,13 +62,17 @@ impl Controls {
}
}
pub fn calculate(&mut self, dt: f32) -> Actions {
let mut movement = {
let movement = {
let magnitude = (self.inputs.move_x.powi(2) + self.inputs.move_y.powi(2) + self.inputs.move_z.powi(2)).sqrt();
[
dt * self.speed * (self.inputs.move_x / magnitude),
dt * self.speed * (self.inputs.move_y / magnitude),
dt * self.speed * (self.inputs.move_z / magnitude)
]
if magnitude == 0. {
[0., 0., 0.]
} else {
[
dt * self.speed * (self.inputs.move_x / magnitude),
dt * self.speed * (self.inputs.move_y / magnitude),
dt * self.speed * (self.inputs.move_z / magnitude)
]
}
};
let rotation = [
dt * self.inputs.look_h * self.sensitivity,
@ -82,8 +86,8 @@ impl Default for Controls {
fn default() -> Self {
Self {
inputs: Default::default(),
speed: 1.,
sensitivity: 1.,
speed: 10.,
sensitivity: 2.,
}
}
}