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https://github.com/guilhermewerner/wgpu-renderer
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Update project
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105
Source/Camera/CameraController.rs
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105
Source/Camera/CameraController.rs
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use super::Camera;
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use winit::event::*;
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pub struct CameraController {
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pub speed: f32,
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pub is_up_pressed: bool,
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pub is_down_pressed: bool,
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pub is_forward_pressed: bool,
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pub is_backward_pressed: bool,
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pub is_left_pressed: bool,
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pub is_right_pressed: bool,
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}
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impl CameraController {
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pub fn New(speed: f32) -> Self {
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Self {
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speed,
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is_up_pressed: false,
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is_down_pressed: false,
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is_forward_pressed: false,
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is_backward_pressed: false,
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is_left_pressed: false,
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is_right_pressed: false,
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}
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}
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pub fn ProcessEvents(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state,
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virtual_keycode: Some(keycode),
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..
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},
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..
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} => {
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let is_pressed = *state == ElementState::Pressed;
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match keycode {
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VirtualKeyCode::Space => {
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self.is_up_pressed = is_pressed;
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true
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}
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VirtualKeyCode::LShift => {
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self.is_down_pressed = is_pressed;
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true
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}
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.is_forward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.is_left_pressed = is_pressed;
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true
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.is_backward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.is_right_pressed = is_pressed;
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true
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}
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_ => false,
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}
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}
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_ => false,
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}
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}
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pub fn UpdateCamera(&self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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let forward = camera.target - camera.eye;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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// Prevents glitching when camera gets too close to the
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// center of the scene.
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if self.is_forward_pressed && forward_mag > self.speed {
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camera.eye += forward_norm * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward_norm * self.speed;
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}
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let right = forward_norm.cross(camera.up);
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// Redo radius calc in case the up/ down is pressed.
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let forward = camera.target - camera.eye;
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let forward_mag = forward.magnitude();
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if self.is_right_pressed {
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// Rescale the distance between the target and eye so
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// that it doesn't change. The eye therefore still
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// lies on the circle made by the target and eye.
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camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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}
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if self.is_left_pressed {
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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}
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}
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}
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