feat: add Windows SpaceNavigator navigation
This commit is contained in:
1 parent
1d3048062d
commit
ee1b56cac4
11 files changed
+353
-23
No files matched your search
+45
-10
@@ -224,6 +224,9 @@ pub struct Camera {
|
||||
pub yaw: f64,
|
||||
/// Elevation above the XY plane, in (−π/2, π/2].
|
||||
pub pitch: f64,
|
||||
/// Rotation about the viewing direction. Zero keeps the world's up axis vertical.
|
||||
#[serde(default)]
|
||||
pub roll: f64,
|
||||
/// Distance from target to eye.
|
||||
pub distance: f64,
|
||||
/// Vertical field of view (radians); 0 = orthographic.
|
||||
@@ -236,7 +239,7 @@ pub struct Camera {
|
||||
impl Default for Camera {
|
||||
fn default() -> Self {
|
||||
let (yaw, pitch) = StandardView::Iso.angles();
|
||||
Camera { target: Vec3::ZERO, yaw, pitch, distance: 200.0, fov: 0.0, up: UpAxis::Z }
|
||||
Camera { target: Vec3::ZERO, yaw, pitch, roll: 0.0, distance: 200.0, fov: 0.0, up: UpAxis::Z }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -266,7 +269,8 @@ impl Camera {
|
||||
let b = self.back();
|
||||
let right = self.up.from_frame(Vec3::new(self.yaw.cos(), -self.yaw.sin(), 0.0));
|
||||
let up = b.cross(right).normalized().unwrap_or(self.up.dir());
|
||||
(right, up, b)
|
||||
let (s, c) = self.roll.sin_cos();
|
||||
(right * c + up * s, up * c - right * s, b)
|
||||
}
|
||||
pub fn view(&self) -> Mat4 {
|
||||
let (r, u, b) = self.basis();
|
||||
@@ -349,11 +353,18 @@ impl Camera {
|
||||
self.yaw = (self.yaw + dx * 0.008) % std::f64::consts::TAU;
|
||||
self.pitch = (self.pitch + dy * 0.008).clamp(-lim, lim);
|
||||
}
|
||||
/// Rotate the image about the viewing direction.
|
||||
pub fn roll_by(&mut self, radians: f64) {
|
||||
if radians.is_finite() {
|
||||
self.roll = (self.roll + radians) % std::f64::consts::TAU;
|
||||
}
|
||||
}
|
||||
pub fn set_view(&mut self, v: StandardView) {
|
||||
let lim = std::f64::consts::FRAC_PI_2 - 1e-6;
|
||||
let (y, p) = v.angles();
|
||||
self.yaw = y;
|
||||
self.pitch = p.clamp(-lim, lim);
|
||||
self.roll = 0.0;
|
||||
}
|
||||
/// Frame a bounding box.
|
||||
pub fn fit(&mut self, b: &Aabb3) {
|
||||
@@ -376,15 +387,14 @@ impl Camera {
|
||||
} else {
|
||||
(-b.x).atan2(-b.y)
|
||||
};
|
||||
Camera { yaw, pitch, ..*self }
|
||||
Camera { yaw, pitch, roll: 0.0, ..*self }
|
||||
}
|
||||
/// Orientation as a unit quaternion (camera → world rotation).
|
||||
pub fn orientation(&self) -> Quat {
|
||||
let (r, u, b) = self.basis();
|
||||
Quat::from_basis(r, u, b)
|
||||
}
|
||||
/// Blend between two cameras at `s` in [0, 1]: heading (the shorter way), elevation,
|
||||
/// target, distance and field of view linearly. The ends are returned exactly.
|
||||
/// Blend between two cameras at `s` in [0, 1]: heading and roll take the shorter way.
|
||||
pub fn interpolate(a: &Camera, b: &Camera, s: f64) -> Camera {
|
||||
if !(s > 0.0) {
|
||||
return *a;
|
||||
@@ -392,24 +402,29 @@ impl Camera {
|
||||
if s >= 1.0 {
|
||||
return *b;
|
||||
}
|
||||
// The camera has no roll, so it turns in heading and elevation: both change smoothly
|
||||
// to the very end (the heading the shorter way round). A slerp of orientations would
|
||||
// need a roll-free heading at every step, and near straight up or down that heading
|
||||
// swings fast, so a move to Top spun in its last frames.
|
||||
// Keep heading and elevation smooth near straight up or down. A quaternion slerp
|
||||
// swings the heading sharply there when moving to Top.
|
||||
let dy = (b.yaw - a.yaw + std::f64::consts::PI).rem_euclid(std::f64::consts::TAU) - std::f64::consts::PI;
|
||||
let yaw = a.yaw + dy * s;
|
||||
let dr = (b.roll - a.roll + std::f64::consts::PI).rem_euclid(std::f64::consts::TAU) - std::f64::consts::PI;
|
||||
let pitch = a.pitch + (b.pitch - a.pitch) * s;
|
||||
Camera {
|
||||
target: a.target + (b.target - a.target) * s,
|
||||
yaw,
|
||||
pitch,
|
||||
roll: a.roll + dr * s,
|
||||
distance: a.distance + (b.distance - a.distance) * s,
|
||||
fov: a.fov + (b.fov - a.fov) * s,
|
||||
up: b.up,
|
||||
}
|
||||
}
|
||||
pub fn is_valid(&self) -> bool {
|
||||
self.target.is_finite() && self.yaw.is_finite() && self.pitch.is_finite() && self.distance.is_finite() && self.distance > 0.0
|
||||
self.target.is_finite()
|
||||
&& self.yaw.is_finite()
|
||||
&& self.pitch.is_finite()
|
||||
&& self.roll.is_finite()
|
||||
&& self.distance.is_finite()
|
||||
&& self.distance > 0.0
|
||||
}
|
||||
}
|
||||
|
||||
@@ -444,6 +459,26 @@ mod tests {
|
||||
assert!(x1 > x0, "dragging right must move the near side right: {x0} -> {x1}");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn roll_rotates_the_picture_and_standard_views_level_it() {
|
||||
let mut c = Camera::default();
|
||||
c.set_view(StandardView::Front);
|
||||
let (_, before_y, _) = c.to_screen(Vec3::X, 800.0, 600.0, 10.0).unwrap();
|
||||
c.roll_by(std::f64::consts::FRAC_PI_2);
|
||||
let (after_x, after_y, _) = c.to_screen(Vec3::X, 800.0, 600.0, 10.0).unwrap();
|
||||
assert!((before_y - 300.0).abs() < 1e-9);
|
||||
assert!((after_x - 400.0).abs() < 1e-9 && after_y > 300.0);
|
||||
let (r, u, b) = c.basis();
|
||||
assert!(r.dot(u).abs() < 1e-12 && r.dot(b).abs() < 1e-12 && u.dot(b).abs() < 1e-12);
|
||||
c.set_view(StandardView::Front);
|
||||
assert_eq!(c.roll, 0.0);
|
||||
let saved = serde_json::to_value(c).unwrap();
|
||||
let mut old = saved.as_object().unwrap().clone();
|
||||
old.remove("roll");
|
||||
let restored: Camera = serde_json::from_value(serde_json::Value::Object(old)).unwrap();
|
||||
assert_eq!(restored.roll, 0.0);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn view_animation_interpolates() {
|
||||
let mut a = Camera { target: Vec3::new(1.0, 2.0, 3.0), distance: 80.0, ..Default::default() };
|
||||
|
||||
Reference in new issue
Block a user