fa23be8a1d0b975bf834eee82653e405ca1ece3f
1 # This file is part of NIT (http://www.nitlanguage.org).
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
7 # http://www.apache.org/licenses/LICENSE-2.0
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
15 # Camera services producing Model-View-Projection matrices
19 import matrix
::projection
23 # A camera with a point of view on the world
26 # TODO make this a physical object in the world
28 # The host `GamnitDisplay`
29 var display
: GamnitDisplay
31 # Position of this camera in world space
32 var position
= new Point3d[Float](0.0, 0.0, 0.0) is writable
34 # The Model-View-Projection matrix created by this camera
36 # This method should only be called by the display at the moment
37 # of drawing to the screen.
38 fun mvp_matrix
: Matrix is abstract
41 # Simple camera with perspective oriented with Euler angles (`pitch`, `yaw`, `roll`)
45 # Rotation around the X axis (looking down or up)
46 var pitch
= 0.0 is writable
48 # Rotation around the Y axis (looking left or right)
49 var yaw
= 0.0 is writable
51 # Rotation around the Z axis
52 var roll
= 0.0 is writable
54 # Field of view in radians on the vertical axis of the screen
57 var field_of_view_y
= 0.8 is writable
59 # Clipping wall near the camera, in world dimensions
62 var near
= 0.01 is writable
64 # Clipping wall the farthest of the camera, in world dimensions
66 # Default at `100.0` but this one should be adapted to each context.
67 var far
= 100.0 is writable
69 # Look around sensitivity, used by `turn`
70 var sensitivity
= 0.005 is writable
72 # Apply a mouse movement (or similar) to the camera
74 # `dx` and `dy` are relative mouse movements in pixels.
75 fun turn
(dx
, dy
: Float)
77 # Moving on x, turn around the y axis
79 pitch
-= dy
*sensitivity
81 # Protect rotation around then x axis for not falling on your back
82 pitch
= pitch
.min
(pi
/2.0)
83 pitch
= pitch
.max
(-pi
/2.0)
86 # Move the camera considering the current orientation
87 fun move
(dx
, dy
, dz
: Float)
90 position
.x
-= yaw
.sin
*dz
91 position
.z
-= yaw
.cos
*dz
93 # +dx strafe to the right
94 position
.x
+= yaw
.cos
*dx
95 position
.z
-= yaw
.sin
*dx
97 # +dz move towards the sky
101 # Rotation matrix produced by the current rotation of the camera
102 protected fun rotation_matrix
: Matrix
104 var view
= new Matrix.identity
(4)
106 # Rotate the camera, first by looking left or right, then up or down
107 view
.rotate
(yaw
, 0.0, 1.0, 0.0)
108 view
.rotate
(pitch
, 1.0, 0.0, 0.0)
109 view
.rotate
(roll
, 0.0, 0.0, 1.0)
116 var view
= new Matrix.identity
(4)
118 # Translate the world away from the camera
119 view
.translate
(-position
.x
/2.0, -position
.y
/2.0, -position
.z
/2.0)
121 # Rotate the camera, first by looking left or right, then up or down
122 view
= view
* rotation_matrix
124 # Use a projection matrix with a depth
125 var projection
= new Matrix.perspective
(pi
*field_of_view_y
/2.0,
126 display
.aspect_ratio
, near
, far
)
128 return view
* projection