somewhat decouple player and camera

This commit is contained in:
aiden 2023-07-08 00:52:36 +01:00
parent de86f40394
commit e3e228467f
Signed by: aiden
GPG Key ID: EFA9C74AEBF806E0
3 changed files with 25 additions and 34 deletions

@ -1,12 +1,11 @@
use cgmath::{Vector3, Point3, InnerSpace, Deg, Rad, Matrix4};
use crate::{input::Input, player::Player};
use cgmath::{Vector3, Point3, InnerSpace, Deg, Rad, Matrix4, Vector2};
use crate::input::Input;
#[derive(Debug)]
pub struct Camera {
pub position: Option<Point3<f32>>,
pub target: Option<Point3<f32>>,
pub rot_y: Deg<f32>,
pub rot: Vector2<Deg<f32>>,
aspect: f32,
fovy: Deg<f32>,
@ -15,18 +14,16 @@ pub struct Camera {
}
fn pitch_clamp(pitch: f32) -> Deg<f32> {
const PITCH_LIM: f32 = 90.0 - (0.0001 * 10.0);
const PITCH_LIM: f32 = 90.0 - 0.0001;
return Deg(pitch.clamp(-PITCH_LIM, PITCH_LIM));
}
impl Camera {
pub fn new(
dimensions: winit::dpi::PhysicalSize<u32>,
rot_y: Deg<f32>,
dimensions: winit::dpi::PhysicalSize<u32>
) -> Self {
return Self {
position: None,
target: None,
rot_y: pitch_clamp(rot_y.0),
rot: (Deg(90.0 /* 90deg because position updates use player's forward_right, where player's rot_x is 90deg */), Deg(0.0)).into(),
aspect: dimensions.width as f32 / dimensions.height as f32,
fovy: Deg(40.0),
@ -40,30 +37,17 @@ impl Camera {
return;
}
pub fn update_pos(&mut self, player: &Player) {
let mut target = player.position + (player.forward_right().1 * (0.1 /* player half width */ + 0.05 /* additional offset */));
target.y += 0.25; // player half height
let (sin_yaw, cos_yaw) = Rad::from(player.rot_x).0.sin_cos();
let (sin_pitch, cos_pitch) = Rad::from(self.rot_y).0.sin_cos();
let v = Vector3::new(
cos_pitch * cos_yaw,
sin_pitch,
cos_pitch * sin_yaw
).normalize();
self.position = Some(target - v);
self.target = Some(target);
pub fn set_pos(&mut self, pos: Point3<f32>) {
self.position = Some(pos);
return;
}
pub fn update_rot(&mut self, input: &Input, sf: f32) {
// doesn't need dt because the input is not continuous.
let (_, dy) = input.mouse_moved;
let (dx, dy) = input.mouse_moved;
self.rot_y = pitch_clamp(self.rot_y.0 + ((-dy / input.dots_per_deg) * sf));
self.rot.x += Deg((dx / input.dots_per_deg) * sf);
self.rot.y = pitch_clamp(self.rot.y.0 + (-dy / input.dots_per_deg * sf));
return;
}
@ -95,15 +79,15 @@ impl<'a> CameraUniform {
};
}
pub fn set_view_projection_matrix(&self, queue: &wgpu::Queue, camera: &Camera) {
/*let (sin_yaw, cos_yaw) = Rad::from(camera.rot.x).0.sin_cos();
let (sin_yaw, cos_yaw) = Rad::from(camera.rot.x).0.sin_cos();
let (sin_pitch, cos_pitch) = Rad::from(camera.rot.y).0.sin_cos();
let target = Vector3::new(
cos_pitch * cos_yaw,
sin_pitch,
cos_pitch * sin_yaw
).normalize();*/
).normalize();
let view = Matrix4::look_to_rh(camera.position.unwrap(), camera.target.unwrap() - camera.position.unwrap(), Vector3::unit_y());
let view = Matrix4::look_to_rh(camera.position.unwrap(), target, Vector3::unit_y());
let proj = cgmath::perspective(camera.fovy, camera.aspect, camera.znear, camera.zfar);
let transformed_proj: [[f32; 4]; 4] = (Self::OPENGL_TO_WGPU_MATRIX * proj * view).into();
queue.write_buffer(&(self.buffer), 0, bytemuck::cast_slice(&(transformed_proj)));

@ -35,4 +35,11 @@ impl Player {
return;
}
pub fn adapt_pos_for_camera(&self) -> Point3<f32> {
let mut target = self.position;
target += self.forward_right().1 * (0.0/* player half width */ + 0.0/* additional offset */);
return target;
}
}

@ -123,8 +123,8 @@ impl State {
position: (-0.275, 1.25, -1.0).into(),
rot_x: Deg(90.0),
};
let mut camera = Camera::new(size, Deg(0.0));
camera.update_pos(&(player));
let mut camera = Camera::new(size);
camera.set_pos(player.adapt_pos_for_camera());
let camera_bind_group_layout = &(device.create_bind_group_layout(&(wgpu::BindGroupLayoutDescriptor {
entries: &[
@ -180,7 +180,7 @@ impl State {
label: Some("texture_bind_group_layout"),
})));
let skin = obj::load_obj("models/untitled.obj", &(device), &(queue), &(texture_bind_group_layout));
let skin = obj::load_obj("models/skin.obj", &(device), &(queue), &(texture_bind_group_layout));
let render_pipeline_layout = device.create_pipeline_layout(&(wgpu::PipelineLayoutDescriptor {
label: Some("render_pipeline_layout"),
@ -433,7 +433,7 @@ impl State {
self.player.update_rot(&(self.input), sf);
self.camera.update_rot(&(self.input), sf);
self.camera.update_pos(&(self.player));
self.camera.set_pos(self.player.adapt_pos_for_camera());
return;
}
pub fn process_key(&mut self, key: winit::keyboard::KeyCode, state: winit::event::ElementState) {