gamnit :: EulerCamera :: defaultinit
# Simple camera with perspective oriented with Euler angles (`pitch, yaw, roll`)
class EulerCamera
super Camera
# Rotation around the X axis (looking down or up)
var pitch = 0.0 is writable
# Rotation around the Y axis (looking left or right)
var yaw = 0.0 is writable
# Rotation around the Z axis
var roll = 0.0 is writable
# Field of view in radians on the vertical axis of the screen
#
# Default at `0.8`
var field_of_view_y = 0.8 is writable
# Clipping wall near the camera, in world dimensions
#
# Default at `0.01`.
var near = 0.01 is writable
# Clipping wall the farthest of the camera, in world dimensions
#
# Default at `10000.0` but this one should be adapted to each context.
var far = 10000.0 is writable
# Look around sensitivity, used by `turn`
var sensitivity = 0.005 is writable
# Apply a mouse movement (or similar) to the camera
#
# `dx` and `dy` are relative mouse movements in pixels.
fun turn(dx, dy: Float)
do
# Moving on x, turn around the y axis
yaw -= dx*sensitivity
pitch -= dy*sensitivity
# Protect rotation around then x axis for not falling on your back
pitch = pitch.min(pi/2.0)
pitch = pitch.max(-pi/2.0)
end
# Move the camera considering the current orientation
fun move(dx, dy, dz: Float)
do
# +dz move forward
position.x -= yaw.sin*dz
position.z -= yaw.cos*dz
# +dx strafe to the right
position.x += yaw.cos*dx
position.z -= yaw.sin*dx
# +dz move towards the sky
position.y += dy
end
# Aim the camera at `x, y, z`
fun look_at(x, y, z: Float)
do
var dx = position.x
var dy = position.y
var dz = position.z
yaw = atan2(dx, dz)
pitch = atan2(-dy, dz)
end
# Rotation matrix produced by the current rotation of the camera
protected fun rotation_matrix: Matrix
do
var view = new Matrix.identity(4)
# Rotate the camera, first by looking left or right, then up or down
view.rotate(yaw, 0.0, 1.0, 0.0)
view.rotate(pitch, 1.0, 0.0, 0.0)
view.rotate(roll, 0.0, 0.0, 1.0)
return view
end
redef fun mvp_matrix
do
var view = new Matrix.identity(4)
# Translate the world away from the camera
view.translate(-position.x, -position.y, -position.z)
# Rotate the camera, first by looking left or right, then up or down
view = view * rotation_matrix
# Use a projection matrix with a depth
var projection = new Matrix.perspective(field_of_view_y,
display.aspect_ratio, near, far)
return view * projection
end
# Reset the camera position so that `height` world units are visible on the y axis at z=0
#
# By default, `height` is set to `display.height`.
#
# After the reset, the camera sits on the Z axis and rotation values are reset to 0.
# The X axis is horizontal on the screen and the Y axis is vertical.
# Higher values on the Z axis are closer to the camera.
fun reset_height(height: nullable Float)
do
if height == null then height = display.height.to_f
var opp = height / 2.0
var angle = field_of_view_y / 2.0
var adj = opp / angle.tan
position.x = 0.0
position.y = 0.0
position.z = adj
pitch = 0.0
yaw = 0.0
roll = 0.0
end
# Convert the position `x, y` on screen, to world coordinates on the plane at `target_z`
#
# `target_z` defaults to `0.0` and specifies the Z coordinates of the plane
# on which to project the screen position `x, y`.
#
# This method assumes that the camera is looking along the Z axis towards higher values.
# Using it in a different orientation can be useful, but won't result in valid
# world coordinates.
fun camera_to_world(x, y: Numeric, target_z: nullable Float): Point[Float]
do
# TODO, this method could be tweaked to support projecting the 2D point,
# on the near plane (x,y) onto a given distance no matter to orientation
# of the camera.
target_z = target_z or else 0.0
# Convert from pixel units / window resolution to
# units on the near clipping wall to
# units on the target wall at Z = 0
var near_height = (field_of_view_y/2.0).tan * near
var cross_screen_to_near = near_height / (display.height.to_f/2.0)
var cross_near_to_target = (position.z - target_z) / near
var mod = cross_screen_to_near * cross_near_to_target
var wx = position.x + (x.to_f-display.width.to_f/2.0) * mod
var wy = position.y - (y.to_f-display.height.to_f/2.0) * mod
return new Point[Float](wx, wy)
end
end
lib/gamnit/cameras.nit:41,1--194,3