Files
voxel-game/src/client/camera.rs
T
2024-06-04 12:11:28 -04:00

45 lines
1.1 KiB
Rust

use nalgebra::{Point3, Rotation3, UnitVector3, Vector3};
const DEFAULT_ASPECT_RATIO: f32 = 16. / 9.;
#[derive(Debug, Clone, Copy)]
pub struct Camera {
pub pos: Point3<f32>,
pub orientation: Rotation3<f32>,
pub aspect: f32,
pub scale: f32,
}
impl Default for Camera {
fn default() -> Self {
Self {
pos: Point3::origin(),
orientation: Rotation3::identity(),
aspect: DEFAULT_ASPECT_RATIO,
scale: 1.0,
}
}
}
impl Camera {
pub fn left(&self) -> UnitVector3<f32> {
self.orientation * -Vector3::x_axis()
}
pub fn right(&self) -> UnitVector3<f32> {
self.orientation * Vector3::x_axis()
}
pub fn down(&self) -> UnitVector3<f32> {
self.orientation * -Vector3::y_axis()
}
pub fn up(&self) -> UnitVector3<f32> {
self.orientation * Vector3::y_axis()
}
pub fn backward(&self) -> UnitVector3<f32> {
self.orientation * -Vector3::z_axis()
}
pub fn forward(&self) -> UnitVector3<f32> {
self.orientation * Vector3::z_axis()
}
}