# This file is part of NIT (http://www.nitlanguage.org). # # Licensed under the Apache License, Version 2.0 (the "License"); # you may not use this file except in compliance with the License. # You may obtain a copy of the License at # # http://www.apache.org/licenses/LICENSE-2.0 # # Unless required by applicable law or agreed to in writing, software # distributed under the License is distributed on an "AS IS" BASIS, # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. # See the License for the specific language governing permissions and # limitations under the License. # Camera services producing Model-View-Projection matrices module cameras import geometry import matrix::projection import display # A camera with a point of view on the world abstract class Camera # TODO make this a physical object in the world # The host `GamnitDisplay` var display: GamnitDisplay # Position of this camera in world space var position = new Point3d[Float](0.0, 0.0, 0.0) is writable # The Model-View-Projection matrix created by this camera # # This method should only be called by the display at the moment # of drawing to the screen. fun mvp_matrix: Matrix is abstract end # 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 `100.0` but this one should be adapted to each context. var far = 100.0 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 # 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/2.0, -position.y/2.0, -position.z/2.0) # 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(pi*field_of_view_y/2.0, display.aspect_ratio, near, far) return view * projection end end