experiment with camera rotation

This commit is contained in:
sfja 2026-04-02 23:20:13 +02:00
parent 0a8019aded
commit 8623764604
6 changed files with 128 additions and 82 deletions

View File

@ -1,16 +1,24 @@
#![allow(dead_code)]
use std::f64::consts::PI;
use std::{collections::HashSet, time::Duration};
use crate::engine::{Color, Key, Renderer, Scene, Shape, V3};
use crate::engine;
enum MutExcKey {
Lhs,
Rhs,
None,
}
struct Editor {
objects: Vec<Object>,
next_object_id: u32,
keys_pressed: HashSet<Key>,
camera_pos: V3,
camera_rot: V3,
}
impl Editor {
@ -20,6 +28,7 @@ impl Editor {
next_object_id: 0,
keys_pressed: HashSet::new(),
camera_pos: V3(0.0, 0.0, -1.0),
camera_rot: V3(0.0, 0.0, 0.0),
}
}
@ -40,6 +49,17 @@ impl Editor {
.expect("doesn't exist");
self.objects.remove(index);
}
pub fn mut_exc_keys(&self, lhs: Key, rhs: Key) -> MutExcKey {
match (
self.keys_pressed.contains(&lhs),
self.keys_pressed.contains(&rhs),
) {
(true, false) => MutExcKey::Lhs,
(false, true) => MutExcKey::Rhs,
_ => MutExcKey::None,
}
}
}
impl<R: Renderer> engine::Game<R> for Editor {
@ -47,10 +67,56 @@ impl<R: Renderer> engine::Game<R> for Editor {
for object in &mut self.objects {
object.update(delta_time);
}
if self.keys_pressed.contains(&Key::Left) {
self.camera_pos.0 += delta_time.as_secs_f64() * 1.0;
} else if self.keys_pressed.contains(&Key::Right) {
self.camera_pos.0 -= delta_time.as_secs_f64() * 1.0;
match self.mut_exc_keys(Key::A, Key::D) {
MutExcKey::Lhs => {
self.camera_pos +=
V3(-delta_time.as_secs_f64() * 2.0, 0.0, 0.0).rotate(self.camera_rot * -1.0);
}
MutExcKey::Rhs => {
self.camera_pos +=
V3(delta_time.as_secs_f64() * 2.0, 0.0, 0.0).rotate(self.camera_rot * -1.0);
}
_ => {}
}
match self.mut_exc_keys(Key::LShift, Key::LCtrl) {
MutExcKey::Lhs => {
self.camera_pos +=
V3(0.0, delta_time.as_secs_f64() * 2.0, 0.0).rotate(self.camera_rot * -1.0);
}
MutExcKey::Rhs => {
self.camera_pos +=
V3(0.0, -delta_time.as_secs_f64() * 2.0, 0.0).rotate(self.camera_rot * -1.0);
}
_ => {}
}
match self.mut_exc_keys(Key::W, Key::S) {
MutExcKey::Lhs => {
self.camera_pos +=
V3(0.0, 0.0, delta_time.as_secs_f64() * 2.0).rotate(self.camera_rot * -1.0);
}
MutExcKey::Rhs => {
self.camera_pos +=
V3(0.0, 0.0, -delta_time.as_secs_f64() * 2.0).rotate(self.camera_rot * -1.0);
}
_ => {}
}
match self.mut_exc_keys(Key::Up, Key::Down) {
MutExcKey::Lhs => {
self.camera_rot.0 += PI * delta_time.as_secs_f64() * 1.0;
}
MutExcKey::Rhs => {
self.camera_rot.0 -= PI * delta_time.as_secs_f64() * 1.0;
}
_ => {}
}
match self.mut_exc_keys(Key::Left, Key::Right) {
MutExcKey::Lhs => {
self.camera_rot.1 += PI * delta_time.as_secs_f64() * 1.0;
}
MutExcKey::Rhs => {
self.camera_rot.1 -= PI * delta_time.as_secs_f64() * 1.0;
}
_ => {}
}
}
@ -59,7 +125,7 @@ impl<R: Renderer> engine::Game<R> for Editor {
for object in &self.objects {
object.render(&mut scene);
}
scene.render(r, self.camera_pos);
scene.render(r, self.camera_pos, self.camera_rot);
}
fn event(&mut self, event: engine::Event) {
@ -79,47 +145,6 @@ enum ObjectKind {
Box { pos: V3, vel: V3 },
}
struct ShapeGroupShape {
shape: Shape,
offset: V3,
}
struct ShapeGroup {
pub shapes: Vec<ShapeGroupShape>,
}
impl ShapeGroup {
pub fn new(shapes: Vec<ShapeGroupShape>) -> Self {
Self { shapes }
}
pub fn rotate(mut self, rot: V3) -> Self {
for shape in &mut self.shapes {
shape.shape = shape
.shape
.translate(shape.offset)
.rotate(rot)
.translate(shape.offset * -1.0);
}
self
}
pub fn translate(mut self, offset: V3) -> Self {
for shape in &mut self.shapes {
shape.shape = shape.shape.translate(offset);
}
self
}
pub fn draw(self, pos: V3, scene: &mut Scene, outline_color: Color, fill_color: Color) {
for shape in self.shapes {
scene.draw_shape(
pos,
&shape.shape.translate(shape.offset),
outline_color,
fill_color,
);
}
}
}
impl Object {
fn update(&mut self, delta_time: Duration) {
match &mut self.kind {

View File

@ -32,6 +32,14 @@ pub enum Color {
pub enum Key {
Left,
Right,
Up,
Down,
W,
A,
S,
D,
LShift,
LCtrl,
}
pub enum Event {

View File

@ -122,6 +122,10 @@ pub struct Triangle2(pub V2, pub V2, pub V2);
pub struct Triangle3(pub V3, pub V3, pub V3);
impl Triangle3 {
pub fn map<F: Fn(V3) -> V3>(&self, f: F) -> Self {
Self(f(self.0), f(self.1), f(self.2))
}
pub fn normal(&self) -> V3 {
(self.1 - self.0).cross(self.2 - self.1)
}
@ -130,6 +134,10 @@ impl Triangle3 {
Self(self.0 + offset, self.1 + offset, self.2 + offset)
}
pub fn rotate(&self, rot: V3) -> Self {
self.map(|v| v.rotate(rot))
}
pub fn project_2d(&self, camera_pos: V3) -> Triangle2 {
Triangle2(
self.0.project_2d(camera_pos),

View File

@ -17,7 +17,7 @@ impl Scene {
}
}
pub fn render<R: Renderer>(&mut self, r: &mut R, camera_pos: V3) {
pub fn render<R: Renderer>(&mut self, r: &mut R, camera_pos: V3, camera_rot: V3) {
let mut indices_with_scores = self
.objects
.iter()
@ -35,24 +35,28 @@ impl Scene {
for (i, _) in indices_with_scores {
let object = &self.objects[i];
let tri3 = object
.triangle
.translate(camera_pos * -1.0)
.rotate(camera_rot);
// check if behind camera
if !(object.triangle.0 .2 >= -1.0
&& object.triangle.1 .2 >= -1.0
&& object.triangle.2 .2 >= -1.0)
{
// TODO: doesn't take camera_pos or camera_rot into accout
if !(tri3.0 .2 >= 0.0 && tri3.1 .2 >= 0.0 && tri3.2 .2 >= 0.0) {
continue;
}
if object.triangle.normal().dot(object.triangle.0 - camera_pos) >= 0.0 {
if tri3.normal().dot(tri3.0 - camera_pos) >= 0.0 {
continue;
}
let triangle = object.triangle.project_2d(camera_pos);
let tri2 = tri3
.translate(V3(0.0, 0.0, -1.0))
.project_2d(V3(0.0, 0.0, -1.0));
r.draw_triangle(triangle.clone(), object.fill_color);
r.draw_line(triangle.0, triangle.1, object.outline_color);
r.draw_line(triangle.0, triangle.2, object.outline_color);
r.draw_triangle(tri2.clone(), object.fill_color);
r.draw_line(tri2.0, tri2.1, object.outline_color);
r.draw_line(tri2.0, tri2.2, object.outline_color);
}
}

View File

@ -66,35 +66,16 @@ impl SdlIo {
} => break 'running,
Event::KeyDown {
keycode: Some(key), ..
} => match key {
Keycode::Left => {
game.event(game::Event::KeyDown {
key: game::Key::Left,
});
}
Keycode::Right => {
game.event(game::Event::KeyDown {
key: game::Key::Right,
});
}
_ => {}
} => match TryInto::<game::Key>::try_into(key).ok() {
Some(key) => game.event(game::Event::KeyDown { key }),
None => {}
},
Event::KeyUp {
keycode: Some(key), ..
} => match key {
Keycode::Left => {
game.event(game::Event::KeyUp {
key: game::Key::Left,
});
}
Keycode::Right => {
game.event(game::Event::KeyUp {
key: game::Key::Right,
});
}
_ => {}
} => match TryInto::<game::Key>::try_into(key).ok() {
Some(key) => game.event(game::Event::KeyUp { key }),
None => {}
},
_ => {}
}
}
@ -230,3 +211,23 @@ impl From<Color> for FColor {
FColor::from(<Color as Into<SdlColor>>::into(value))
}
}
impl TryFrom<Keycode> for game::Key {
type Error = ();
fn try_from(value: Keycode) -> Result<Self, Self::Error> {
Ok(match value {
Keycode::Left => game::Key::Left,
Keycode::Right => game::Key::Right,
Keycode::Up => game::Key::Up,
Keycode::Down => game::Key::Down,
Keycode::W => game::Key::W,
Keycode::A => game::Key::A,
Keycode::S => game::Key::S,
Keycode::D => game::Key::D,
Keycode::LShift => game::Key::LShift,
Keycode::LCtrl => game::Key::LCtrl,
_ => return Err(()),
})
}
}

View File

@ -86,7 +86,7 @@ impl<R: Renderer> engine::Game<R> for Game {
for object in &self.objects {
object.render(&mut scene);
}
scene.render(r, V3(0.0, 0.0, -1.0));
scene.render(r, V3(0.0, 0.0, -1.0), V3(0.0, 0.0, 0.0));
}
fn event(&mut self, event: engine::Event) {