mirror of
https://github.com/storytold/storyteller-bevy.git
synced 2026-10-18 07:35:19 +00:00
284 lines
8.0 KiB
Rust
284 lines
8.0 KiB
Rust
use std::{f32::consts, mem};
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use bevy::{
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math::vec3,
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prelude::*,
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window::{CursorGrabMode, PrimaryWindow},
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};
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use crate::{
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input::{Action, CameraMotion, InputAction, Lifecycle},
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math::{self, NearlyEq},
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};
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pub struct OrbitCamPlugin;
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#[derive(SystemSet, Clone, Copy, PartialEq, Eq, Hash, Debug)]
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pub struct CameraMotionSystem;
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impl Plugin for OrbitCamPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, spawn_camera);
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app.add_systems(
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Update,
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(
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camera_control_kinematic.in_set(CameraMotionSystem),
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update_velocity
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.in_set(CameraMotionSystem)
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.after(camera_control_kinematic),
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camera_control_physical
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.in_set(CameraMotionSystem)
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.after(update_velocity),
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),
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);
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}
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}
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// TODO: These don't really belong in this module
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#[derive(Component)]
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pub struct Velocity(pub Vec3);
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#[derive(Component)]
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pub struct TargetVelocity(pub Vec3);
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#[derive(Component)]
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pub struct Interp(pub f32);
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#[derive(Component)]
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pub struct OrbitCam {
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pub focus: Vec3,
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pub radius: f32,
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pub upside_down: bool,
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}
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impl Default for OrbitCam {
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fn default() -> Self {
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Self {
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focus: Vec3::ZERO,
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radius: 10.0,
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upside_down: false,
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}
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}
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}
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fn spawn_camera(mut cmd: Commands) {
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let focus = vec3(0., 1.5, 0.);
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let camera_xform = Transform::from_xyz(-2.5, 4.5, 5.0).looking_at(focus, Vec3::Y);
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cmd.spawn((
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Camera3dBundle {
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transform: camera_xform,
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camera: Camera {
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hdr: true,
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..default()
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},
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..default()
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},
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OrbitCam {
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focus,
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radius: Vec3::distance(camera_xform.translation, focus),
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..default()
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},
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Velocity(Vec3::ZERO),
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TargetVelocity(Vec3::ZERO),
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Interp(1.),
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));
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}
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fn camera_control_kinematic(
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mut q_window: Query<&mut Window, With<PrimaryWindow>>,
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mut input: EventReader<InputAction>,
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mut q_camera: Query<(
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&mut OrbitCam,
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&mut TargetVelocity,
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&mut Interp,
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&mut Transform,
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&Projection,
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)>,
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) {
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if input.is_empty() {
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return;
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}
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let (mut orbit_cam, mut target_vel, mut t, mut xform, proj) = q_camera.single_mut();
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let mut window = q_window.single_mut();
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let mut any_ongoing = false;
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let mut any_started = false;
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let mut any_stopped = false;
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for action in input.iter() {
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#[allow(irrefutable_let_patterns)] // Will eventually be more variants
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if let InputAction(lifecycle, Action::Camera(motion)) = action {
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use CameraMotion::*;
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// Ignore translation actions for the sake of pointer capture
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if mem::discriminant(motion) != mem::discriminant(&Translate(Vec3::ZERO)) {
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match lifecycle {
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Lifecycle::Start => any_started = true,
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Lifecycle::Ongoing => any_ongoing = true,
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Lifecycle::Stop => any_stopped = true,
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}
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}
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match motion {
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Translate(delta) => do_translate(*delta, &mut target_vel, &mut t),
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Pan(delta) => do_pan(proj, &window, *delta, &mut xform, &mut orbit_cam),
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Zoom(delta) => do_zoom(&window, *delta, &mut xform, &mut orbit_cam),
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Orbit(delta) => do_orbit(&window, *delta, *lifecycle, &mut xform, &mut orbit_cam),
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Rotate(delta) => do_rotate(&window, *delta, &mut xform, &mut orbit_cam),
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}
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}
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}
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if any_started {
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capture_pointer(&mut window);
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} else if any_stopped && !any_ongoing {
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release_pointer(&mut window);
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}
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}
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// TODO: This doesn't really belong in this module
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fn update_velocity(
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time: Res<Time>,
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mut q_velocity: Query<(&mut Velocity, &TargetVelocity, &mut Interp)>,
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) {
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let dt = time.delta_seconds();
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// TODO: Move these somewhere else -- component maybe?
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let accel_zero2max = 0.333;
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let max_speed = 0.075;
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for (mut velocity, target_vel, mut t) in q_velocity.iter_mut() {
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let target_vel = target_vel.0 * max_speed;
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t.0 = (t.0 + dt / accel_zero2max).clamp(0., 1.);
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velocity.0 = if t.0.nearly_eq(0.) {
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Vec3::ZERO
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} else if t.0.nearly_eq(1.) {
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target_vel
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} else {
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Vec3::lerp(velocity.0, target_vel, math::curve_sin(t.0))
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};
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}
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}
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fn camera_control_physical(mut q_camera: Query<(&mut OrbitCam, &mut Transform, &Velocity)>) {
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let (mut orbit_cam, mut xform, velocity) = q_camera.single_mut();
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let delta_pos = xform.rotation * velocity.0;
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xform.translation += delta_pos;
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orbit_cam.focus += delta_pos;
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}
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#[inline]
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fn capture_pointer(window: &mut Window) {
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window.cursor.visible = false;
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window.cursor.grab_mode = CursorGrabMode::Confined;
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}
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#[inline]
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fn release_pointer(window: &mut Window) {
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window.cursor.visible = true;
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window.cursor.grab_mode = CursorGrabMode::None;
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}
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#[inline]
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fn do_translate(delta: Vec3, target_vel: &mut TargetVelocity, t: &mut Interp) {
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if !delta.nearly_eq(target_vel.0) {
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target_vel.0 = delta;
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t.0 = 0.;
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}
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}
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#[inline]
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fn do_orbit(
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win: &Window,
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delta: Vec2,
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event_lifecycle: Lifecycle,
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xform: &mut Transform,
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orbit_cam: &mut OrbitCam,
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) {
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// Set `upside_down` flag if the event just started or stopped
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if matches!(event_lifecycle, Lifecycle::Start | Lifecycle::Stop) {
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orbit_cam.upside_down = xform.up().y <= 0.;
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}
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// Translate to origin
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xform.translation += xform.forward() * orbit_cam.radius;
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// Calculate rotation
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let delta_x = {
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let delta = delta.x / (win.physical_width() as f32) * consts::PI * 2.0;
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match orbit_cam.upside_down {
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true => -delta,
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false => delta,
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}
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};
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let delta_y = delta.y / (win.physical_height() as f32) * consts::PI;
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let yaw = Quat::from_rotation_y(-delta_x);
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let pitch = Quat::from_rotation_x(-delta_y);
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// Rotate around global Y and local X
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xform.rotation = yaw * xform.rotation;
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xform.rotation *= pitch;
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// Translate back to the original position
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xform.translation += xform.back() * orbit_cam.radius;
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}
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#[inline]
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fn do_pan(
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proj: &Projection,
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win: &Window,
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delta: Vec2,
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xform: &mut Transform,
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orbit_cam: &mut OrbitCam,
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) {
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// Normalize the pan distance with respect to the window resolution
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let pan = match proj {
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Projection::Perspective(p) => {
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delta
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* Vec2 {
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x: (p.fov * p.aspect_ratio) / (win.physical_width() as f32),
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y: p.fov / (win.physical_height() as f32),
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}
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}
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_ => delta,
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};
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// Pan along local XY plane, with the distance scaled by the radius
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let up = xform.up();
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let left = xform.left();
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let delta = (pan.y * up + pan.x * left) * orbit_cam.radius;
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// Update camera translation and focus point
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xform.translation += delta;
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orbit_cam.focus += delta;
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}
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#[inline]
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fn do_zoom(win: &Window, delta: f32, xform: &mut Transform, orbit_cam: &mut OrbitCam) {
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let delta = (delta * 1.5) / (win.physical_height() as f32);
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orbit_cam.radius -= orbit_cam.radius * delta;
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xform.translation = orbit_cam.focus + xform.back() * orbit_cam.radius;
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}
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#[inline]
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fn do_rotate(win: &Window, delta: Vec2, xform: &mut Transform, orbit_cam: &mut OrbitCam) {
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// TODO: Move this somewhere else
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let sensitivity = 0.75;
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let delta_x = delta.x / (win.physical_width() as f32) * consts::PI * 2.0 * sensitivity;
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let delta_y = delta.y / (win.physical_height() as f32) * consts::PI * sensitivity;
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let yaw = Quat::from_rotation_y(-delta_x);
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let pitch = Quat::from_rotation_x(-delta_y);
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// Rotate around global Y and local X
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xform.rotation = yaw * xform.rotation;
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xform.rotation *= pitch;
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// Update focus point
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orbit_cam.focus = xform.translation + xform.forward() * orbit_cam.radius;
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}
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