Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Use mint types in public API #18

Merged
merged 3 commits into from
Feb 25, 2024
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension


Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 2 additions & 1 deletion Cargo.toml
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,8 @@ readme = "crates-io.md"
rust-version = "1.60"

[dependencies]
glam = ">=0.21, <=0.25"
glam = { version = ">=0.21, <=0.25", features = ["mint"] }
mint = "0.5.9"

[dev-dependencies]
macroquad = "0.3"
67 changes: 50 additions & 17 deletions examples/nested_driver.rs
Original file line number Diff line number Diff line change
@@ -1,7 +1,15 @@
// Based on https://github.com/not-fl3/macroquad/blob/97a99d00155cb7531f4432a2eb5f3c587e22f9b3/examples/3d.rs

use dolly::{driver::RigDriver, prelude::*};
use macroquad::prelude::*;
use macroquad::{
prelude::{
draw_cube, draw_cube_wires, draw_grid, draw_sphere, info, is_key_down, is_key_pressed,
set_camera, set_default_camera, vec3, Camera3D, KeyCode, Vec3, BLACK, BLUE, DARKBLUE,
DARKGREEN, GRAY, LIGHTGRAY, WHITE, YELLOW,
},
time::get_frame_time,
window::{clear_background, next_frame},
};

/// A custom camera rig which combines smoothed movement with a look-at driver.
#[derive(Debug)]
Expand All @@ -15,10 +23,7 @@ impl<H: Handedness> RigDriver<H> for MovableLookAt<H> {
}

impl<H: Handedness> MovableLookAt<H> {
pub fn from_position_target(
camera_position: dolly::glam::Vec3,
target_position: dolly::glam::Vec3,
) -> Self {
pub fn from_position_target(camera_position: glam::Vec3, target_position: glam::Vec3) -> Self {
Self(
CameraRig::builder()
// Allow moving the camera
Expand All @@ -27,18 +32,18 @@ impl<H: Handedness> MovableLookAt<H> {
.with(Smooth::new_position(1.25).predictive(true))
// Smooth the predicted movement
.with(Smooth::new_position(2.5))
.with(LookAt::new(target_position + dolly::glam::Vec3::Y).tracking_smoothness(1.25))
.with(LookAt::new(target_position + glam::Vec3::Y).tracking_smoothness(1.25))
.build(),
)
}

pub fn set_position_target(
&mut self,
camera_position: dolly::glam::Vec3,
target_position: dolly::glam::Vec3,
camera_position: glam::Vec3,
target_position: glam::Vec3,
) {
self.0.driver_mut::<Position>().position = camera_position;
self.0.driver_mut::<LookAt>().target = target_position;
self.0.driver_mut::<Position>().position = camera_position.into();
self.0.driver_mut::<LookAt>().target = target_position.into();
}
}

Expand All @@ -48,8 +53,8 @@ async fn main() {
info!("{}", "Spacebar and LShift to go up and down");
info!("{}", "C to switch between player and camera");

let mut camera_position = dolly::glam::Vec3::new(4., 3., 8.);
let mut player_position = dolly::glam::Vec3::new(2., 1.01, 2.);
let mut camera_position = glam::Vec3::new(4., 3., 8.);
let mut player_position = glam::Vec3::new(2., 1.01, 2.);

// Create a camera rig with our custom nested `MovableLookAt` driver within.
let mut camera = CameraRig::builder()
Expand Down Expand Up @@ -93,8 +98,20 @@ async fn main() {
// the two different `glam` versions to talk to each other.
set_camera(&Camera3D {
position: camera_xform.position.d2m(),
up: camera_xform.up().d2m(),
target: (camera_xform.position + camera_xform.forward()).d2m(),
up: camera_xform.up::<glam::Vec3>().d2m(),
target: (glam::Vec3::from(camera_xform.position)
+ camera_xform.forward::<glam::Vec3>())
.d2m(),
..Default::default()
});

set_camera(&Camera3D {
position: <[f32; 3]>::from(camera_xform.position).into(),
up: <[f32; 3]>::from(camera_xform.up::<glam::Vec3>()).into(),
target: <[f32; 3]>::from(
glam::Vec3::from(camera_xform.position) + camera_xform.forward::<glam::Vec3>(),
)
.into(),
..Default::default()
});

Expand All @@ -121,18 +138,34 @@ trait DollyToMacroquad {
fn d2m(self) -> Self::Target;
}

impl DollyToMacroquad for dolly::glam::Vec3 {
impl DollyToMacroquad for glam::Vec3 {
type Target = Vec3;

fn d2m(self) -> Self::Target {
<[f32; 3]>::from(self).into()
}
}

impl DollyToMacroquad for mint::Vector3<f32> {
type Target = Vec3;

fn d2m(self) -> Self::Target {
<[f32; 3]>::from(self).into()
}
}

impl DollyToMacroquad for mint::Point3<f32> {
type Target = Vec3;

fn d2m(self) -> Self::Target {
<[f32; 3]>::from(self).into()
}
}

fn get_move_input() -> dolly::glam::Vec3 {
fn get_move_input() -> glam::Vec3 {
const SPEED: f32 = 0.05;

let mut delta_pos = dolly::glam::Vec3::ZERO;
let mut delta_pos = glam::Vec3::ZERO;

if is_key_down(KeyCode::D) {
delta_pos.x += SPEED;
Expand Down
20 changes: 16 additions & 4 deletions examples/orbit.rs
Original file line number Diff line number Diff line change
@@ -1,15 +1,24 @@
// Based on https://github.com/not-fl3/macroquad/blob/97a99d00155cb7531f4432a2eb5f3c587e22f9b3/examples/3d.rs

use dolly::prelude::*;
use macroquad::prelude::*;
use macroquad::{
prelude::{
draw_cube, draw_cube_wires, draw_grid, draw_sphere, is_key_pressed, set_camera,
set_default_camera, vec3, Camera3D, KeyCode, BLACK, BLUE, DARKBLUE, DARKGREEN, GRAY,
LIGHTGRAY, WHITE, YELLOW,
},
text::draw_text,
time::get_frame_time,
window::{clear_background, next_frame},
};

#[macroquad::main("dolly orbit example")]
async fn main() {
// Create a smoothed orbit camera
let mut camera: CameraRig = CameraRig::builder()
.with(YawPitch::new().yaw_degrees(45.0).pitch_degrees(-30.0))
.with(Smooth::new_rotation(1.5))
.with(Arm::new(dolly::glam::Vec3::Z * 8.0))
.with(Arm::new(glam::Vec3::Z * 8.0))
.build();

loop {
Expand All @@ -30,8 +39,11 @@ async fn main() {
// the two different `glam` versions to talk to each other.
set_camera(&Camera3D {
position: <[f32; 3]>::from(camera_xform.position).into(),
up: <[f32; 3]>::from(camera_xform.up()).into(),
target: <[f32; 3]>::from(camera_xform.position + camera_xform.forward()).into(),
up: <[f32; 3]>::from(camera_xform.up::<glam::Vec3>()).into(),
target: <[f32; 3]>::from(
glam::Vec3::from(camera_xform.position) + camera_xform.forward::<glam::Vec3>(),
)
.into(),
..Default::default()
});

Expand Down
19 changes: 15 additions & 4 deletions src/drivers/arm.rs
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
use std::marker::PhantomData;

use glam::Vec3;
use glam::{Quat, Vec3};

use crate::{
driver::RigDriver, handedness::Handedness, rig::RigUpdateParams, transform::Transform,
Expand All @@ -10,21 +10,32 @@ use crate::{
#[derive(Debug)]
pub struct Arm {
///
pub offset: Vec3,
pub offset: mint::Vector3<f32>,
}

impl Arm {
///
pub fn new(offset: Vec3) -> Self {
pub fn new<V>(offset: V) -> Self
where
V: Into<mint::Vector3<f32>>,
{
let offset = offset.into();

Self { offset }
}
}

impl<H: Handedness> RigDriver<H> for Arm {
fn update(&mut self, params: RigUpdateParams<H>) -> Transform<H> {
let parent_position: Vec3 = params.parent.position.into();
let parent_rotation: Quat = params.parent.rotation.into();
let offset: Vec3 = self.offset.into();

let position = parent_position + parent_rotation * offset;

Transform {
rotation: params.parent.rotation,
position: params.parent.position + params.parent.rotation * self.offset,
position: position.into(),
phantom: PhantomData,
}
}
Expand Down
16 changes: 12 additions & 4 deletions src/drivers/look_at.rs
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,7 @@ pub struct LookAt {
pub smoothness: f32,

/// The world-space position to look at
pub target: Vec3,
pub target: mint::Point3<f32>,

// The scale with which smoothing should be applied to the target position
output_offset_scale: f32,
Expand All @@ -29,7 +29,12 @@ pub struct LookAt {

impl LookAt {
///
pub fn new(target: Vec3) -> Self {
pub fn new<P>(target: P) -> Self
where
P: Into<mint::Point3<f32>>,
{
let target = target.into();

Self {
smoothness: 0.0,
output_offset_scale: 1.0,
Expand Down Expand Up @@ -57,16 +62,19 @@ impl LookAt {

impl<H: Handedness> RigDriver<H> for LookAt {
fn update(&mut self, params: RigUpdateParams<H>) -> Transform<H> {
let other: Vec3 = self.target.into();

let target = self.smoothed_target.exp_smooth_towards(
&self.target,
&other,
ExpSmoothingParams {
smoothness: self.smoothness,
output_offset_scale: self.output_offset_scale,
delta_time_seconds: params.delta_time_seconds,
},
);

let rotation = look_at::<H>(target - params.parent.position);
let parent_position: Vec3 = From::from(params.parent.position);
let rotation = look_at::<H, _, _>(target - parent_position);

Transform {
position: params.parent.position,
Expand Down
28 changes: 23 additions & 5 deletions src/drivers/position.rs
Original file line number Diff line number Diff line change
Expand Up @@ -7,20 +7,38 @@ use crate::{
};

/// Directly sets the position of the camera
#[derive(Default, Debug)]
#[derive(Debug)]
pub struct Position {
pub position: Vec3,
pub position: mint::Point3<f32>,
}

impl Default for Position {
fn default() -> Self {
Self {
position: Vec3::default().into(),
}
}
}

impl Position {
///
pub fn new(position: Vec3) -> Self {
pub fn new<P>(position: P) -> Self
where
P: Into<mint::Point3<f32>>,
{
let position = position.into();

Self { position }
}

/// Add the specified vector to the position of this component
pub fn translate(&mut self, move_vec: Vec3) {
self.position += move_vec;
pub fn translate<V>(&mut self, move_vec: V)
where
V: Into<mint::Vector3<f32>>,
{
let position: Vec3 = From::from(self.position);
let move_vec: Vec3 = move_vec.into().into();
self.position = (position + move_vec).into();
}
}

Expand Down
19 changes: 16 additions & 3 deletions src/drivers/rotation.rs
Original file line number Diff line number Diff line change
Expand Up @@ -7,13 +7,26 @@ use crate::{
};

/// Directly sets the rotation of the camera
#[derive(Default, Debug)]
#[derive(Debug)]
pub struct Rotation {
pub rotation: Quat,
pub rotation: mint::Quaternion<f32>,
}

impl Default for Rotation {
fn default() -> Self {
Self {
rotation: Quat::default().into(),
}
}
}

impl Rotation {
pub fn new(rotation: Quat) -> Self {
pub fn new<Q>(rotation: Q) -> Self
where
Q: Into<mint::Quaternion<f32>>,
{
let rotation = rotation.into();

Self { rotation }
}
}
Expand Down
11 changes: 7 additions & 4 deletions src/drivers/smooth.rs
Original file line number Diff line number Diff line change
Expand Up @@ -81,8 +81,11 @@ impl Smooth {

impl<H: Handedness> RigDriver<H> for Smooth {
fn update(&mut self, params: RigUpdateParams<H>) -> Transform<H> {
let parent_position = From::from(params.parent.position);
let parent_rotation = From::from(params.parent.rotation);

let position = self.smoothed_position.exp_smooth_towards(
&params.parent.position,
&parent_position,
ExpSmoothingParams {
smoothness: self.position_smoothness,
output_offset_scale: self.output_offset_scale,
Expand All @@ -91,7 +94,7 @@ impl<H: Handedness> RigDriver<H> for Smooth {
);

let rotation = self.smoothed_rotation.exp_smooth_towards(
&params.parent.rotation,
&parent_rotation,
ExpSmoothingParams {
smoothness: self.rotation_smoothness,
output_offset_scale: self.output_offset_scale,
Expand All @@ -100,8 +103,8 @@ impl<H: Handedness> RigDriver<H> for Smooth {
);

Transform {
position,
rotation,
position: position.into(),
rotation: rotation.into(),
phantom: PhantomData,
}
}
Expand Down
Loading
Loading