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use nalgebra_glm as glm;
pub trait Camera {
fn eye(&self) -> glm::Vec3;
fn set_speed(&mut self, speed: f32);
}
pub struct RotationCamera {
pub eye: glm::Vec3,
pub yaw: f32,
pub pitch: f32,
pub distance: f32,
pub speed: f32,
pub mouse_pressed: bool,
}
impl RotationCamera {
pub fn new(distance: f32) -> RotationCamera {
let camera = Self {
eye: glm::vec3(0.0, 0.0, 0.0),
yaw: -90.0,
pitch: 0.0,
distance,
speed: 1.0,
mouse_pressed: false,
};
camera
}
pub fn direction_vector(&self) -> glm::Vec3 {
let yaw = self.yaw.to_radians();
let pitch = self.pitch.to_radians();
glm::normalize(&glm::vec3(yaw.cos() * pitch.cos(), pitch.sin(), yaw.sin() * pitch.cos()))
}
}
impl Camera for RotationCamera {
fn eye(&self) -> glm::Vec3 {
glm::vec3(self.eye[0], self.eye[1], self.eye[2])
}
fn set_speed(&mut self, speed: f32) {
self.speed = speed;
}
}