extern crate glutin;
+use cgmath::{Matrix4, Vector4};
+use cgmath::conv::array4x4;
use glutin::ElementState::{Pressed, Released};
use glutin::Event::{KeyboardInput, MouseMoved};
use glutin::VirtualKeyCode;
+use std::f32::consts::PI;
use support::vec3::Vec3;
use support::vec3::norm;
#[derive(Default)]
pub struct CameraState {
- aspect_ratio: f32,
+ aspect: f32,
pos: Vec3,
dir: Vec3,
impl CameraState {
pub fn new() -> CameraState {
CameraState {
- aspect_ratio: 1280.0 / 720.0,
+ aspect: 1280.0 / 720.0,
pos: Vec3(0.0, 0.0, 0.0),
dir: Vec3(0.0, 0.0, -1.0),
mouse_x: -1,
self.dir = dir;
}
- pub fn get_perspective(&self) -> [[f32; 4]; 4] {
- let fov: f32 = 3.141592 / 2.0;
+ pub fn get_persp_mat(&self) -> Matrix4<f32> {
+ let fov: f32 = PI / 2.0;
let zfar = 1024.0;
let znear = 0.1;
let f = 1.0 / (fov / 2.0).tan();
// note: remember that this is column-major, so the lines of code are actually columns
- [
- [f / self.aspect_ratio, 0.0, 0.0 , 0.0],
- [ 0.0 , f , 0.0 , 0.0],
- [ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
- [ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
- ]
+ Matrix4 {
+ x: Vector4{ x: f / self.aspect, y: 0.0, z: 0.0, w: 0.0 },
+ y: Vector4{ x: 0.0, y: f, z: 0.0, w: 0.0 },
+ z: Vector4{ x: 0.0, y: 0.0, z: (zfar+znear)/(zfar-znear), w: 1.0 },
+ w: Vector4{ x: 0.0, y: 0.0, z: -(2.0*zfar*znear)/(zfar-znear), w: 0.0 },
+ }
}
- pub fn get_view(&self) -> [[f32; 4]; 4] {
+ pub fn get_view_mat(&self) -> Matrix4<f32> {
let f = norm(&self.dir);
let up = Vec3(0.0, 1.0, 0.0);
-self.pos.0 * f.0 - self.pos.1 * f.1 - self.pos.2 * f.2);
// note: remember that this is column-major, so the lines of code are actually columns
- [
- [sn.0, u.0, f.0, 0.0],
- [sn.1, u.1, f.1, 0.0],
- [sn.2, u.2, f.2, 0.0],
- [p.0, p.1, p.2, 1.0],
- ]
+ Matrix4{
+ x: Vector4{ x: sn.0, y: u.0, z: f.0, w: 0.0 },
+ y: Vector4{ x: sn.1, y: u.1, z: f.1, w: 0.0 },
+ z: Vector4{ x: sn.2, y: u.2, z: f.2, w: 0.0 },
+ w: Vector4{ x: p.0, y: p.1, z: p.2, w: 1.0 },
+ }
+ }
+
+ pub fn get_perspview(&self) -> [[f32; 4]; 4] {
+ array4x4(self.get_persp_mat() * self.get_view_mat())
+ }
+
+ pub fn get_perspective(&self) -> [[f32; 4]; 4] {
+ array4x4(self.get_persp_mat())
+ }
+
+ pub fn get_view(&self) -> [[f32; 4]; 4] {
+ array4x4(self.get_view_mat())
}
pub fn update(&mut self) {