extern crate glutin;
use glutin::ElementState::{Pressed, Released};
-use glutin::Event::KeyboardInput;
+use glutin::Event::{KeyboardInput, MouseMoved};
use glutin::VirtualKeyCode;
use support::vec3::Vec3;
use support::vec3::norm;
turning_left: bool,
turning_down: bool,
turning_right: bool,
+
+ mouse_x: i32,
+ mouse_y: i32,
+ rel_x: i32,
+ rel_y: i32,
}
impl CameraState {
pub fn new() -> CameraState {
CameraState {
- aspect_ratio: 1024.0 / 768.0,
+ aspect_ratio: 1280.0 / 720.0,
pos: Vec3(0.0, 0.0, 0.0),
dir: Vec3(0.0, 0.0, -1.0),
+ mouse_x: -1,
+ mouse_y: -1,
.. Default::default()
}
}
s.2 * f.0 - s.0 * f.2,
s.0 * f.1 - s.1 * f.0);
+ let walk_speed = 0.01;
+ let strife_speed = 0.02;
+ let pan_speed = 0.001;
+
if self.moving_up {
- self.pos += u * 0.01;
- }
- if self.moving_left {
- self.pos.0 -= s.0 * 0.01;
- self.pos.1 -= s.1 * 0.01;
- self.pos.2 -= s.2 * 0.01;
+ self.pos += u * strife_speed;
}
if self.moving_down {
- self.pos.0 -= u.0 * 0.01;
- self.pos.1 -= u.1 * 0.01;
- self.pos.2 -= u.2 * 0.01;
+ self.pos -= u * strife_speed;
+ }
+ if self.moving_left {
+ self.pos -= s * strife_speed;
}
if self.moving_right {
- self.pos += s * 0.01;
+ self.pos += s * strife_speed;
}
if self.moving_forward {
- self.pos += f * 0.01;
+ self.pos += f * walk_speed;
}
if self.moving_backward {
- self.pos.0 -= f.0 * 0.01;
- self.pos.1 -= f.1 * 0.01;
- self.pos.2 -= f.2 * 0.01;
- }
- if self.turning_left {
- let a: f32 = 0.05;
- self.dir = Vec3(f.0 * a.cos() + f.2 * a.sin(), f.1, - f.0 * a.sin() + f.2 * a.cos());
- }
- if self.turning_right {
- let a: f32 = -0.05;
- self.dir = Vec3(f.0 * a.cos() + f.2 * a.sin(), f.1, - f.0 * a.sin() + f.2 * a.cos());
- }
- if self.turning_up {
- let a: f32 = -0.05;
- self.dir = Vec3(f.0, f.1 * a.cos() - f.2 * a.sin(), f.1 * a.sin() + f.2 * a.cos());
- }
- if self.turning_down {
- let a: f32 = 0.05;
- self.dir = Vec3(f.0, f.1 * a.cos() - f.2 * a.sin(), f.1 * a.sin() + f.2 * a.cos());
+ self.pos -= f * walk_speed;
}
+
+ if self.turning_left { self.rel_x -= 8; }
+ if self.turning_right { self.rel_x += 8; }
+ if self.turning_up { self.rel_y -= 2; }
+ if self.turning_down { self.rel_y += 2; }
+ let vx = -pan_speed * self.rel_x as f32;
+ let vy = -pan_speed * self.rel_y as f32;
+ self.dir = Vec3(f.0 * vx.cos() + f.2 * vx.sin(),
+ f.1 * vy.cos() - f.2 * vy.sin(),
+ f.1 * vy.sin() - f.0 * vx.sin() + f.2 * vx.cos() * vy.cos());
+ self.rel_x = 0;
+ self.rel_y = 0;
+
//println!("camera_pos = {:?}", self.pos);
//println!("camera_dir = {:?}", self.dir);
}
pub fn process_input(&mut self, event: &glutin::Event) {
match event {
+ &MouseMoved(x, y) => {
+ if self.mouse_x == -1 {
+ // Set initial absolute position.
+ self.mouse_x = x;
+ self.mouse_y = y;
+ }
+ self.rel_x += x - self.mouse_x;
+ self.rel_y += y - self.mouse_y;
+ self.mouse_x = x;
+ self.mouse_y = y;
+ }
&KeyboardInput(Pressed, _, Some(VirtualKeyCode::Up)) => {
self.moving_up = true;
},