Refactor the mouse input handling

This commit is contained in:
Maximilian Ammann 2022-01-13 20:37:20 +01:00
parent 748076dc46
commit bc5b12159d
4 changed files with 114 additions and 213 deletions

View File

@ -1,19 +1,11 @@
use std::f32::consts::FRAC_PI_2; use cgmath::{EuclideanSpace, Point3, Vector2, Vector3, Zero};
use crate::render::camera; use crate::render::camera;
use cgmath::{EuclideanSpace, InnerSpace, Matrix4, SquareMatrix, Vector2, Vector3, Vector4};
use log::info;
const SAFE_FRAC_PI_2: f32 = FRAC_PI_2 - 0.0001;
#[derive(Debug)] #[derive(Debug)]
pub struct CameraController { pub struct CameraController {
translate_x: f64, camera_position: Option<Vector3<f64>>,
translate_y: f64, camera_translate: Vector3<f64>,
direct_translate_x: f64,
direct_translate_y: f64,
zoom: f64,
speed: f64, speed: f64,
sensitivity: f64, sensitivity: f64,
@ -22,11 +14,8 @@ pub struct CameraController {
impl CameraController { impl CameraController {
pub fn new(speed: f64, sensitivity: f64) -> Self { pub fn new(speed: f64, sensitivity: f64) -> Self {
Self { Self {
translate_x: 0.0, camera_position: None,
translate_y: 0.0, camera_translate: Vector3::zero(),
direct_translate_x: 0.0,
direct_translate_y: 0.0,
zoom: 0.0,
speed, speed,
sensitivity, sensitivity,
} }
@ -44,23 +33,19 @@ impl CameraController {
}; };
match key { match key {
winit::event::VirtualKeyCode::W | winit::event::VirtualKeyCode::Up => { winit::event::VirtualKeyCode::W | winit::event::VirtualKeyCode::Up => {
self.translate_y += amount; self.camera_translate.y += amount;
true true
} }
winit::event::VirtualKeyCode::S | winit::event::VirtualKeyCode::Down => { winit::event::VirtualKeyCode::S | winit::event::VirtualKeyCode::Down => {
self.translate_y -= amount; self.camera_translate.y -= amount;
true true
} }
winit::event::VirtualKeyCode::A | winit::event::VirtualKeyCode::Left => { winit::event::VirtualKeyCode::A | winit::event::VirtualKeyCode::Left => {
self.translate_x -= amount; self.camera_translate.x -= amount;
true true
} }
winit::event::VirtualKeyCode::D | winit::event::VirtualKeyCode::Right => { winit::event::VirtualKeyCode::D | winit::event::VirtualKeyCode::Right => {
self.translate_x += amount; self.camera_translate.x += amount;
true
}
winit::event::VirtualKeyCode::Space => {
self.translate_y = amount;
true true
} }
_ => false, _ => false,
@ -69,71 +54,22 @@ impl CameraController {
pub fn process_mouse( pub fn process_mouse(
&mut self, &mut self,
start_cam_x: f64, initial_camera_position: cgmath::Point3<f64>,
start_cam_y: f64, delta: Vector2<f64>,
mouse_dx: f64, camera: &camera::Camera,
mouse_dy: f64, perspective: &camera::Perspective,
width: f64,
height: f64,
camera: &mut camera::Camera,
view_proj: &Matrix4<f64>,
) { ) {
info!("mouse_dx {} mouse_dy {}", mouse_dx, mouse_dy); let view_proj = camera.calc_view_proj(perspective);
let world = camera.project_screen_to_world(&Vector2::new(0.0, 0.0), &view_proj)
- camera.project_screen_to_world(&delta, &view_proj);
let origin = Vector2::new(0.0, 0.0); self.camera_position =
let screen = Vector2::new(mouse_dx, mouse_dy); Some(initial_camera_position.to_vec() + Vector3::new(-world.x, world.y, 0.0))
let camera_pos = &camera.position.to_vec();
let world = Self::screen_to_world(&origin, width, height, camera_pos, &view_proj)
- Self::screen_to_world(&screen, width, height, camera_pos, &view_proj);
info!("world {:?}", world);
//self.direct_translate_x -= world.x;
//self.direct_translate_y += world.y;
camera.position.x = start_cam_x - world.x;
camera.position.y = start_cam_y + world.y;
}
fn screen_to_world(
screen: &Vector2<f64>,
width: f64,
height: f64,
camera_pos: &Vector3<f64>,
view_proj: &Matrix4<f64>,
) -> Vector4<f64> {
let min_depth = 0.0;
let max_depth = 1.0;
let x = 0.0;
let y = 0.0;
let ox = x + width / 2.0;
let oy = y + height / 2.0;
let oz = min_depth;
let pz = max_depth - min_depth;
// Adapted from: https://docs.microsoft.com/en-us/windows/win32/direct3d9/viewports-and-clipping#viewport-rectangle
let direct_x = Matrix4::from_cols(
Vector4::new(width as f64 / 2.0, 0.0, 0.0, 0.0),
Vector4::new(0.0, height as f64 / 2.0, 0.0, 0.0),
Vector4::new(0.0, 0.0, pz, 0.0),
Vector4::new(ox, oy, oz, 1.0),
);
let screen_hom = Vector4::new(screen.x, screen.y, 1.0, 1.0) * camera_pos.z;
let result = direct_x.invert().unwrap() * screen_hom;
let world_pos = view_proj.invert().unwrap() * result;
world_pos
}
pub fn process_touch(&mut self, touch_dx: f64, touch_dy: f64) {
self.translate_x += touch_dx as f64 * self.sensitivity;
self.translate_y += touch_dy as f64 * self.sensitivity;
} }
pub fn process_scroll(&mut self, delta: &winit::event::MouseScrollDelta) { pub fn process_scroll(&mut self, delta: &winit::event::MouseScrollDelta) {
self.zoom = -match delta { self.camera_translate.z -= match delta {
// I'm assuming a line is about 100 pixels winit::event::MouseScrollDelta::LineDelta(_, scroll) => *scroll as f64 * 50.0,
winit::event::MouseScrollDelta::LineDelta(_, scroll) => *scroll as f64 * 100.0,
winit::event::MouseScrollDelta::PixelDelta(winit::dpi::PhysicalPosition { winit::event::MouseScrollDelta::PixelDelta(winit::dpi::PhysicalPosition {
y: scroll, y: scroll,
.. ..
@ -146,27 +82,20 @@ impl CameraController {
camera: &mut crate::render::camera::Camera, camera: &mut crate::render::camera::Camera,
dt: std::time::Duration, dt: std::time::Duration,
) { ) {
camera.position.x += self.direct_translate_x;
camera.position.y += self.direct_translate_y;
self.direct_translate_x = 0.0;
self.direct_translate_y = 0.0;
let dt = dt.as_secs_f64() * self.speed; let dt = dt.as_secs_f64() * self.speed;
let dy = self.translate_y * dt; if let Some(position) = self.camera_position {
camera.position.y += dy; camera.position = Point3::from_vec(position);
let dx = self.translate_x * dt; self.camera_position = None;
camera.position.x += dx; }
// Move in/out (aka. "zoom") // Move in/out (aka. "zoom")
// Note: this isn't an actual zoom. The camera's position // Note: this isn't an actual zoom. The camera's position
// changes when zooming. I've added this to make it easier // changes when zooming. I've added this to make it easier
// to get closer to an object you want to focus on. // to get closer to an object you want to focus on.
let dz = self.zoom * dt; let delta = self.camera_translate * dt;
camera.position.z += dz; camera.position += delta;
self.zoom -= dz; self.camera_translate -= delta;
self.translate_x -= dx;
self.translate_y -= dy;
} }
} }

View File

@ -1,12 +1,13 @@
use cgmath::Vector3; //! Handles the user input which is dispatched by the main event loop.
use std::time::Duration; use std::time::Duration;
use cgmath::Vector2;
use winit::event::{ use winit::event::{
DeviceEvent, ElementState, KeyboardInput, MouseButton, TouchPhase, WindowEvent, DeviceEvent, ElementState, KeyboardInput, MouseButton, TouchPhase, WindowEvent,
}; };
use winit::window::Window;
use crate::input::camera_controller::CameraController; use crate::input::camera_controller::CameraController;
use crate::render::camera::Camera;
use crate::render::render_state::RenderState; use crate::render::render_state::RenderState;
mod camera_controller; mod camera_controller;
@ -14,8 +15,8 @@ mod camera_controller;
pub struct InputHandler { pub struct InputHandler {
camera_controller: CameraController, camera_controller: CameraController,
last_touch: Option<(f64, f64)>, last_mouse_position: Option<Vector2<f64>>,
start_camera_pos: Option<cgmath::Point3<f64>>, initial_camera_position: Option<cgmath::Point3<f64>>,
mouse_pressed: bool, mouse_pressed: bool,
target_stroke_width: f32, target_stroke_width: f32,
} }
@ -25,65 +26,42 @@ impl InputHandler {
let camera_controller = CameraController::new(5.0, 100.0); let camera_controller = CameraController::new(5.0, 100.0);
Self { Self {
target_stroke_width: 1.0, target_stroke_width: 1.0,
start_camera_pos: None, initial_camera_position: None,
last_touch: None, last_mouse_position: None,
mouse_pressed: false, mouse_pressed: false,
camera_controller, camera_controller,
} }
} }
pub fn device_input( pub fn device_input(&mut self, event: &DeviceEvent) -> bool {
&mut self,
event: &DeviceEvent,
state: &mut RenderState,
window: &Window,
) -> bool {
match event { match event {
DeviceEvent::MouseMotion { delta } => {
/* if self.mouse_pressed {
let view_proj = state.camera.calc_view_proj(&state.perspective);
self.camera_controller.process_mouse(
delta.0 / window.scale_factor(),
delta.1 / window.scale_factor(),
state.size.width as f64,
state.size.height as f64,
&mut state.camera,
&view_proj,
);
}*/
true
}
_ => false, _ => false,
} }
} }
pub fn window_input( fn process_mouse_delta(&mut self, position: Vector2<f64>, state: &mut RenderState) {
&mut self, if let (Some(last_mouse_position), Some(initial_camera_position)) =
event: &WindowEvent, (self.last_mouse_position, self.initial_camera_position)
state: &mut RenderState, {
window: &Window, let delta = last_mouse_position - position;
) -> bool { self.camera_controller.process_mouse(
initial_camera_position,
delta,
&state.camera,
&state.perspective,
);
} else {
self.last_mouse_position = Some(position);
self.initial_camera_position = Some(state.camera.position);
}
}
pub fn window_input(&mut self, event: &WindowEvent, state: &mut RenderState) -> bool {
match event { match event {
WindowEvent::CursorMoved { position, .. } => { WindowEvent::CursorMoved { position, .. } => {
if self.mouse_pressed { if self.mouse_pressed {
if let Some(start) = self.last_touch { let mouse_position: (f64, f64) = position.to_owned().into();
let delta_x = start.0 - position.x; self.process_mouse_delta(Vector2::from(mouse_position), state);
let delta_y = start.1 - position.y;
let view_proj = state.camera.calc_view_proj(&state.perspective);
self.camera_controller.process_mouse(
self.start_camera_pos.unwrap().x,
self.start_camera_pos.unwrap().y,
delta_x,
delta_y,
state.size.width as f64,
state.size.height as f64,
&mut state.camera,
&view_proj,
);
} else {
self.last_touch = Some((position.x, position.y));
self.start_camera_pos = Some(state.camera.position);
}
} }
true true
} }
@ -107,31 +85,14 @@ impl InputHandler {
_ => self.camera_controller.process_keyboard(*key, *state), _ => self.camera_controller.process_keyboard(*key, *state),
}, },
WindowEvent::Touch(touch) => { WindowEvent::Touch(touch) => {
let touch_position: (f64, f64) = touch.location.to_owned().into();
match touch.phase { match touch.phase {
TouchPhase::Started => { TouchPhase::Started => {
self.last_touch = Some((touch.location.x, touch.location.y)); self.last_mouse_position = Some(Vector2::from(touch_position));
self.start_camera_pos = Some(state.camera.position); self.initial_camera_position = Some(state.camera.position);
} }
TouchPhase::Ended => { TouchPhase::Moved | TouchPhase::Ended => {
self.last_touch = None; self.process_mouse_delta(Vector2::from(touch_position), state);
self.start_camera_pos = None;
}
TouchPhase::Moved => {
if let Some(start) = self.last_touch {
let delta_x = start.0 - touch.location.x;
let delta_y = start.1 - touch.location.y;
let view_proj = state.camera.calc_view_proj(&state.perspective);
self.camera_controller.process_mouse(
self.start_camera_pos.unwrap().x,
self.start_camera_pos.unwrap().y,
delta_x,
delta_y,
state.size.width as f64,
state.size.height as f64,
&mut state.camera,
&view_proj,
);
}
} }
TouchPhase::Cancelled => {} TouchPhase::Cancelled => {}
} }
@ -150,8 +111,8 @@ impl InputHandler {
self.mouse_pressed = *state == ElementState::Pressed; self.mouse_pressed = *state == ElementState::Pressed;
if !self.mouse_pressed { if !self.mouse_pressed {
self.last_touch = None; self.last_mouse_position = None;
self.start_camera_pos = None; self.initial_camera_position = None;
} }
true true
} }
@ -160,22 +121,6 @@ impl InputHandler {
} }
pub fn update_state(&mut self, state: &mut RenderState, dt: Duration) { pub fn update_state(&mut self, state: &mut RenderState, dt: Duration) {
let scene = &mut state.scene;
self.camera_controller.update_camera(&mut state.camera, dt); self.camera_controller.update_camera(&mut state.camera, dt);
// Animate the stroke_width to match target_stroke_width
scene.stroke_width =
scene.stroke_width + (self.target_stroke_width - scene.stroke_width) / 5.0;
// Animate the strokes of primitive
/* scene.cpu_primitives[0 as usize].width = scene.stroke_width;*/
/*
scene.cpu_primitives[STROKE_PRIM_ID as usize].color = [
(time_secs * 0.8 - 1.6).sin() * 0.1 + 0.1,
(time_secs * 0.5 - 1.6).sin() * 0.1 + 0.1,
(time_secs - 1.6).sin() * 0.1 + 0.1,
1.0,
];
*/
} }
} }

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@ -1,6 +1,7 @@
use crate::render::shaders::ShaderCamera;
use cgmath::prelude::*; use cgmath::prelude::*;
use cgmath::Matrix4; use cgmath::{Matrix4, Vector2, Vector4};
use crate::render::shaders::ShaderCamera;
#[rustfmt::skip] #[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f64> = cgmath::Matrix4::new( pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f64> = cgmath::Matrix4::new(
@ -23,6 +24,9 @@ pub struct Camera {
pub position: cgmath::Point3<f64>, pub position: cgmath::Point3<f64>,
pub yaw: cgmath::Rad<f64>, pub yaw: cgmath::Rad<f64>,
pub pitch: cgmath::Rad<f64>, pub pitch: cgmath::Rad<f64>,
pub width: f64,
pub height: f64,
} }
impl Camera { impl Camera {
@ -34,14 +38,23 @@ impl Camera {
position: V, position: V,
yaw: Y, yaw: Y,
pitch: P, pitch: P,
width: u32,
height: u32,
) -> Self { ) -> Self {
Self { Self {
position: position.into(), position: position.into(),
yaw: yaw.into(), yaw: yaw.into(),
pitch: pitch.into(), pitch: pitch.into(),
width: width as f64,
height: height as f64,
} }
} }
pub fn resize(&mut self, width: u32, height: u32) {
self.width = width as f64;
self.height = height as f64;
}
fn calc_matrix(&self) -> cgmath::Matrix4<f64> { fn calc_matrix(&self) -> cgmath::Matrix4<f64> {
cgmath::Matrix4::look_to_rh( cgmath::Matrix4::look_to_rh(
self.position, self.position,
@ -62,6 +75,34 @@ impl Camera {
self.position.to_homogeneous().cast::<f32>().unwrap().into(), self.position.to_homogeneous().cast::<f32>().unwrap().into(),
) )
} }
pub fn project_screen_to_world(
&self,
screen: &Vector2<f64>,
view_proj: &Matrix4<f64>,
) -> Vector4<f64> {
let min_depth = 0.0;
let max_depth = 1.0;
let x = 0.0;
let y = 0.0;
let ox = x + self.width / 2.0;
let oy = y + self.height / 2.0;
let oz = min_depth;
let pz = max_depth - min_depth;
// Adapted from: https://docs.microsoft.com/en-us/windows/win32/direct3d9/viewports-and-clipping#viewport-rectangle
let direct_x = Matrix4::from_cols(
Vector4::new(self.width as f64 / 2.0, 0.0, 0.0, 0.0),
Vector4::new(0.0, self.height as f64 / 2.0, 0.0, 0.0),
Vector4::new(0.0, 0.0, pz, 0.0),
Vector4::new(ox, oy, oz, 1.0),
);
let homogenous = Vector4::new(screen.x, screen.y, 1.0, 1.0) * self.position.z;
view_proj.invert().unwrap() * direct_x.invert().unwrap() * homogenous
}
} }
pub struct Perspective { pub struct Perspective {

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@ -19,16 +19,6 @@ use super::shaders;
use super::shaders::*; use super::shaders::*;
use super::texture::Texture; use super::texture::Texture;
pub struct SceneParams {
pub stroke_width: f32,
}
impl Default for SceneParams {
fn default() -> Self {
SceneParams { stroke_width: 1.0 }
}
}
const INDEX_FORMAT: wgpu::IndexFormat = wgpu::IndexFormat::Uint16; // Must match IndexDataType const INDEX_FORMAT: wgpu::IndexFormat = wgpu::IndexFormat::Uint16; // Must match IndexDataType
const VERTEX_BUFFER_SIZE: BufferAddress = 1024 * 1024 * 8; const VERTEX_BUFFER_SIZE: BufferAddress = 1024 * 1024 * 8;
const INDICES_BUFFER_SIZE: BufferAddress = 1024 * 1024 * 8; const INDICES_BUFFER_SIZE: BufferAddress = 1024 * 1024 * 8;
@ -68,16 +58,6 @@ pub struct RenderState {
pub camera: camera::Camera, pub camera: camera::Camera,
pub perspective: camera::Perspective, pub perspective: camera::Perspective,
pub scene: SceneParams,
}
impl SceneParams {
pub fn new() -> Self {
Self {
..SceneParams::default()
}
}
} }
impl RenderState { impl RenderState {
@ -259,7 +239,13 @@ impl RenderState {
None None
}; };
let camera = camera::Camera::new((0.0, 5.0, 5000.0), cgmath::Deg(-90.0), cgmath::Deg(-0.0)); let camera = camera::Camera::new(
(0.0, 5.0, 5000.0),
cgmath::Deg(-90.0),
cgmath::Deg(-0.0),
size.width,
size.height,
);
let projection = camera::Perspective::new( let projection = camera::Perspective::new(
surface_config.width, surface_config.width,
surface_config.height, surface_config.height,
@ -281,7 +267,6 @@ impl RenderState {
multisampling_texture, multisampling_texture,
depth_texture, depth_texture,
sample_count, sample_count,
scene: SceneParams::new(),
globals_uniform_buffer, globals_uniform_buffer,
tiles_uniform_buffer, tiles_uniform_buffer,
fps_meter: FPSMeter::new(), fps_meter: FPSMeter::new(),
@ -320,6 +305,7 @@ impl RenderState {
self.surface.configure(&self.device, &self.surface_config); self.surface.configure(&self.device, &self.surface_config);
self.perspective.resize(new_size.width, new_size.height); self.perspective.resize(new_size.width, new_size.height);
self.camera.resize(new_size.width, new_size.height);
// Re-configure depth buffer // Re-configure depth buffer
self.depth_texture = Texture::create_depth_texture( self.depth_texture = Texture::create_depth_texture(