camera

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Published: Feb 28, 2024 License: BSD-2-Clause Imports: 6 Imported by: 1

Documentation

Overview

Package camera contains virtual cameras and associated controls.

Index

Constants

View Source
const (
	Vertical = Axis(iota)
	Horizontal
)

The two possible camera axes.

View Source
const (
	Perspective = Projection(iota)
	Orthographic
)

The possible camera projections.

Variables

This section is empty.

Functions

This section is empty.

Types

type Axis added in v0.3.2

type Axis int

Axis represents a camera axis.

type Camera

type Camera struct {
	core.Node // Embedded Node
	// contains filtered or unexported fields
}

Camera represents a virtual camera, which specifies how to project a 3D scene onto an image.

func New added in v0.3.2

func New(aspect float32) *Camera

New creates and returns a new perspective camera with the specified aspect ratio and default parameters.

func NewOrthographic

func NewOrthographic(aspect, near, far, size float32, axis Axis) *Camera

NewOrthographic creates and returns a new orthographic camera with the specified parameters.

func NewPerspective

func NewPerspective(aspect, near, far, fov float32, axis Axis) *Camera

NewPerspective creates and returns a new perspective camera with the specified parameters.

func (*Camera) Aspect added in v0.3.2

func (c *Camera) Aspect() float32

Aspect returns the camera aspect ratio.

func (*Camera) Axis added in v0.3.2

func (c *Camera) Axis() Axis

Axis returns the reference axis associated with the camera size/fov.

func (*Camera) Far added in v0.3.2

func (c *Camera) Far() float32

Far returns the camera far plane Z coordinate.

func (*Camera) Fov added in v0.3.2

func (c *Camera) Fov() float32

Fov returns the perspective field-of-view in degrees along the reference axis.

func (*Camera) Near added in v0.3.2

func (c *Camera) Near() float32

Near returns the camera near plane Z coordinate.

func (*Camera) ProjMatrix added in v0.3.2

func (c *Camera) ProjMatrix(m *math32.Matrix4)

ProjMatrix returns the projection matrix of the camera.

func (*Camera) Project

func (c *Camera) Project(v *math32.Vector3) *math32.Vector3

Project transforms the specified position from world coordinates to this camera projected coordinates.

func (*Camera) Projection added in v0.3.2

func (c *Camera) Projection() Projection

Projection returns the projection method used by the camera.

func (*Camera) SetAspect added in v0.3.2

func (c *Camera) SetAspect(aspect float32)

SetAspect sets the camera aspect ratio.

func (*Camera) SetAxis added in v0.3.2

func (c *Camera) SetAxis(axis Axis)

SetAxis sets the reference axis associated with the camera size/fov.

func (*Camera) SetFar added in v0.3.2

func (c *Camera) SetFar(far float32)

SetFar sets the camera far plane Z coordinate.

func (*Camera) SetFov added in v0.3.2

func (c *Camera) SetFov(fov float32)

SetFov sets the perspective field-of-view in degrees along the reference axis.

func (*Camera) SetNear added in v0.3.2

func (c *Camera) SetNear(near float32)

SetNear sets the camera near plane Z coordinate.

func (*Camera) SetProjection added in v0.3.2

func (c *Camera) SetProjection(proj Projection)

SetProjection sets the projection method used by the camera.

func (*Camera) SetSize added in v0.3.2

func (c *Camera) SetSize(size float32)

SetSize sets the orthographic view size along the camera's reference axis.

func (*Camera) Size added in v0.3.2

func (c *Camera) Size() float32

Size returns the orthographic view size along the camera's reference axis.

func (*Camera) Unproject

func (c *Camera) Unproject(v *math32.Vector3) *math32.Vector3

Unproject transforms the specified position from camera projected coordinates to world coordinates.

func (*Camera) UpdateFov added in v0.3.2

func (c *Camera) UpdateFov(targetDist float32)

UpdateFov updates the field-of-view such that the frustum matches the orthographic size at the depth specified by targetDist.

func (*Camera) UpdateSize added in v0.3.2

func (c *Camera) UpdateSize(targetDist float32)

UpdateSize updates the orthographic size to match the current field-of-view frustum at the depth specified by targetDist.

func (*Camera) ViewMatrix

func (c *Camera) ViewMatrix(m *math32.Matrix4)

ViewMatrix returns the view matrix of the camera.

type FlyControl added in v0.3.4

type FlyControl struct {
	core.Dispatcher // Embedded event dispatcher

	// Constraints map.
	// Specifies the maxium cumulative value in a particular movement.
	// Translation movements aren't used.
	// Angular rotation contraints are in radians.
	Constraints map[FlyMovement]float32

	// Speeds map.
	// Translation movements in units/event.
	// Angular rotation and zoom in radians/event.
	Speeds map[FlyMovement]float32

	// Keys map.
	// Maps a movment to a key press.
	Keys map[FlyMovement]window.Key

	// Mouse map.
	// Maps a movement to a mouse "guesture"
	// (a combination of mouse movement and optional mouse button).
	Mouse map[FlyMovement]MouseGuesture
	// contains filtered or unexported fields
}

FlyControl provides a camera controller that allows looking at the scene from a first person style view. It allows for translation in the Forward/Backward, Right/Left, and Up/Down directions, and rotation in the Yaw/Pitch/Roll directions from the camera's point of view. The camera's field of view can also be modified to allow ZoomOut/ZoomIn.

For maximum flexibility, the FlyControl is very configurable, but two main modes of operation exist: "manual" and "automatic".

"Manual" mode requires the user to directly make adjustments to the FlyControl's position and orientation by using the Forward(), Right(), Yaw(), Pitch() and other similar methods. Manual mode does not subscribe to key or mouse events, nor does it use the FlyControl's member maps "Speeds", "Keys", or "Mouse" ("Constraints" is used). A FlyControl created (eg with NewFlyControl()) with no options defaults to "manual" mode.

"Automatic" mode subscribes to key and mouse events, and handles position and orientation adjustments according to parameters specified in the "Keys", "Mouse", "Speed", and "Constraint" maps. Generally, methods such as Forward() will not be used. Some preconfigured options are available with FPSStyle() and FlightSimStyle(), and can be further configured by the With*() options, and by modifying the FlyControl's Keys (etc) maps directly.

func NewFlyControl added in v0.3.4

func NewFlyControl(cam *Camera, target, worldUp *math32.Vector3,
	options ...FlyControlOption) *FlyControl

NewFlyControl initalizes a FlyControl to manipulate cam. It starts positioned at the cam's position, and oriented looking at target with camera's up aligned in the direction of worldUp. Configuration options can be provided. The FlyControl will default to "manual" mode if no options are given. See documentation for FlyControl for more information about common usage patterns.

func (*FlyControl) Dispose added in v0.3.4

func (fc *FlyControl) Dispose()

Dispose unsubscribes from all events.

func (*FlyControl) Forward added in v0.3.4

func (fc *FlyControl) Forward(delta float32)

Forward and backward translation along the camera's forward axis.

func (*FlyControl) GetDirections added in v0.3.4

func (fc *FlyControl) GetDirections() (forward, up math32.Vector3)

GetDirections returns copies of the camera's current "forward" and "up" direction. The up direction is from the camera's perspective regardless of the status of IsUsingWorldUp().

func (*FlyControl) GetMouseSensitivity added in v0.3.4

func (fc *FlyControl) GetMouseSensitivity() float32

GetMouseSensitivity gets the current mouse sensitivity in [0,1].

func (*FlyControl) GetPosition added in v0.3.4

func (fc *FlyControl) GetPosition() (position math32.Vector3)

GetPosition returns a copy of the camera's position.

func (*FlyControl) GetRotation added in v0.3.4

func (fc *FlyControl) GetRotation() (rotation math32.Vector3)

GetRotation returns a copy of the camera's cumulative rotation. Yaw, Pitch, and Roll are in the X, Y, and Z coordinates.

func (*FlyControl) IsUsingWorldUp added in v0.3.4

func (fc *FlyControl) IsUsingWorldUp() bool

IsUsingWorldUp returns true if the "up" direction used for movement and rotation is the world up, and false if it is the camera up.

func (*FlyControl) Pitch added in v0.3.4

func (fc *FlyControl) Pitch(delta float32)

Pitch adjustment in radians. Pitch rotates the camera about its right axis.

Caution: If using world up, take care not to allow the camera's forward direction to become parallel to the world up direction by setting constraints on PitchUp and PitchDown to be in the interval (-π/2, π/2). If camera forward and world up become parallel, NaNs will happen.

func (*FlyControl) Reorient added in v0.3.4

func (fc *FlyControl) Reorient(target, worldUp *math32.Vector3)

Reorient the camera to look at target and use the given world up direction.

func (*FlyControl) Reposition added in v0.3.4

func (fc *FlyControl) Reposition(position *math32.Vector3)

Reposition the camera to the new position.

func (*FlyControl) Right added in v0.3.4

func (fc *FlyControl) Right(delta float32)

Right and left translation along the camera's right axis.

func (*FlyControl) Roll added in v0.3.4

func (fc *FlyControl) Roll(delta float32)

Roll adjustment in radians. Roll rotates the camera about its forward axis.

func (*FlyControl) ScaleZoom added in v0.3.4

func (fc *FlyControl) ScaleZoom(fovScale float32)

ScaleZoom modifies the fov based on scaling the current fov.

func (*FlyControl) SetMouseIsCaptured added in v0.3.4

func (fc *FlyControl) SetMouseIsCaptured(captured bool)

SetMouseIsCaptured is used to inform the FlyControl about the cursor being captured by the GL window so the FlyControl can respond to mouse events appropriately. Mouse/cursor capture is not modifed by the FlyControl.

func (*FlyControl) SetMouseSensitivity added in v0.3.4

func (fc *FlyControl) SetMouseSensitivity(value float32)

SetMouseSensitivity to value in [0,1]. Values outside of [0,1] are clamped to that range.

func (*FlyControl) Subscribe added in v0.3.4

func (fc *FlyControl) Subscribe(key, mouse bool)

Subscribe to input events. A value of false for either key or mouse does not unsubscribe from that type of event. Multiple calls will subscribe only once.

func (*FlyControl) Unsubscribe added in v0.3.4

func (fc *FlyControl) Unsubscribe(key, mouse bool)

Unsubscribe from input events.

func (*FlyControl) Up added in v0.3.4

func (fc *FlyControl) Up(delta float32)

Up and down translation along the current "up" axis.

func (*FlyControl) UseWorldUp added in v0.3.4

func (fc *FlyControl) UseWorldUp(use bool)

UseWorldUp sets the FlyControl to use world up instead of camera up when calculating movements Up/Down, Yaw, Pitch, and Roll. Setting this to false will use the "up" direction relative to the camera's point of view.

Caution: If using world up, take care not to allow the camera's forward direction to become parallel to the world up direction by setting constraints on PitchUp and PitchDown to be in the interval (-π/2, π/2). If camera forward and world up become parallel, NaNs will happen.

func (*FlyControl) Yaw added in v0.3.4

func (fc *FlyControl) Yaw(delta float32)

Yaw adjustment in radians. Yaw rotates the camera about the current "up" axis. Positive yaw is "right" from the camera's point of view.

func (*FlyControl) Zoom added in v0.3.4

func (fc *FlyControl) Zoom(delta float32)

Zoom modifies the fov based on the delta change in radians.

type FlyControlOption added in v0.3.4

type FlyControlOption func(fc *FlyControl)

FlyControlOption is a functional option when creating a new FlyControl.

func FPSStyle added in v0.3.4

func FPSStyle() FlyControlOption

FPSStyle configures the FlyControl with some default settings to make it act similarly to most FPS style games.

Yaw causes the camera to rotate around world up instead of camera up (IsUsingWorldUp()==true). Forward/Backward/Right/Left is mapped to the WADS keys while Yaw and Pitch are mapped to the arrow keys and also the mouse. Mouse look requires the user to left-click and hold. Pitch is constrained between ±85 degrees, and FoV is constrained between 0 and 100 degrees. The control subscribes to keyboard and mouse events.

These settings can be altered by providing maps with WithKeys() etc functional options in NewFlyControl(), or by altering the maps directly in the FlyControl struct. This option should be listed before any of the With*() options.

func FlightSimStyle added in v0.3.4

func FlightSimStyle() FlyControlOption

FlightSimStyle configures the FlyControl with some default settings to make it act similarly to a airplane or spacecraft.

Yaw causes the camera to rotate around camera up instead of world up (IsUsingWorldUp()==false). Forward/Backward/Right/Left is mapped to the arrow keys while Yaw/Pitch/Roll are mapped to the WADS and also the mouse. Mouse look requires the user to left-click and hold. There are no rotational constraints, allowing the camera to perform manuvers such as loops and aileron rolls. FoV is constrained between 0 and 100 degrees. The control subscribes to keyboard and mouse events.

These settings can be altered by providing maps with WithKeys() etc functional options in NewFlyControl(), or by altering the maps directly in the FlyControl struct. This option should be listed before any of the With*() options.

func WithConstraints added in v0.3.4

func WithConstraints(constraints map[FlyMovement]float32) FlyControlOption

WithConstraints provides a map of rotation (and FoV) constraints for the FlyControl.

func WithKeys added in v0.3.4

func WithKeys(keys map[FlyMovement]window.Key) FlyControlOption

WithKeys provides a map of movements to keys for the FlyControl.

func WithMouse added in v0.3.4

func WithMouse(mouse map[FlyMovement]MouseGuesture) FlyControlOption

WithMouse provides a map of movements to mouse guestures for the FlyControl.

func WithSpeeds added in v0.3.4

func WithSpeeds(speeds map[FlyMovement]float32) FlyControlOption

WithSpeeds provides a map of movement speeds for the FlyControl.

type FlyMovement added in v0.3.4

type FlyMovement int

FlyMovement are the ways the camera can move.

const (
	Forward   FlyMovement = iota // positive translation in the direction the camera is looking.
	Backward                     // negative translation in the direction the camera is looking.
	Right                        // right ("positive") translation from the camera's point of view.
	Left                         // left ("negative") translation from the camera's point of view.
	Up                           // upward ("positive") translation from the camera's point of view.
	Down                         // downward ("negative") translation from the camera's point of view.
	YawRight                     // "right" rotation from the camera's point of view.
	YawLeft                      // "left" rotation from the camera's point of view.
	PitchUp                      // "up" rotation from the camera's point of view.
	PitchDown                    // "down" rotation from the camera's point of view.
	RollRight                    // rotation "right" (CW) along the direction the camera is looking.
	RollLeft                     // rotation "left" (CCW) along the direction the camera is looking.
	ZoomOut                      // increase in the field of view.
	ZoomIn                       // decrease in the field of view.
)

type ICamera

type ICamera interface {
	ViewMatrix(m *math32.Matrix4)
	ProjMatrix(m *math32.Matrix4)
}

ICamera is the interface for all cameras.

type MouseGuesture added in v0.3.4

type MouseGuesture struct {
	Motion   MouseMotion          // motion of the guesture
	Buttons  []window.MouseButton // list of mouse buttons that must be pressed
	Captured bool                 // guesture happens when mouse is captured by window

}

MouseGuesture is an action performed with the mouse in a particular direction (eg up) and with optional mouse buttons pressed. Captured indicates if the MouseGuesture is active/valid only when the mouse is captured by the window (indicated by calling SetMouseIsCaptured(true)).

type MouseMotion added in v0.3.4

type MouseMotion int

MouseMotion are the ways a mouse can move.

const (
	MouseNone        MouseMotion = iota
	MouseRight                   // +X
	MouseLeft                    // -X
	MouseDown                    // +Y
	MouseUp                      // -Y
	MouseScrollRight             // +X
	MouseScrollLeft              // -X
	MouseScrollDown              // +Y
	MouseScrollUp                // -Y
)

type OrbitControl added in v0.3.2

type OrbitControl struct {
	core.Dispatcher // Embedded event dispatcher

	// Public properties
	MinDistance     float32 // Minimum distance from target (default is 1)
	MaxDistance     float32 // Maximum distance from target (default is infinity)
	MinPolarAngle   float32 // Minimum polar angle in radians (default is 0)
	MaxPolarAngle   float32 // Maximum polar angle in radians (default is Pi)
	MinAzimuthAngle float32 // Minimum azimuthal angle in radians (default is negative infinity)
	MaxAzimuthAngle float32 // Maximum azimuthal angle in radians (default is infinity)
	RotSpeed        float32 // Rotation speed factor (default is 1)
	ZoomSpeed       float32 // Zoom speed factor (default is 0.1)
	KeyRotSpeed     float32 // Rotation delta in radians used on each rotation key event (default is the equivalent of 15 degrees)
	KeyZoomSpeed    float32 // Zoom delta used on each zoom key event (default is 2)
	KeyPanSpeed     float32 // Pan delta used on each pan key event (default is 35)
	// contains filtered or unexported fields
}

OrbitControl is a camera controller that allows orbiting a target point while looking at it. It allows the user to rotate, zoom, and pan a 3D scene using the mouse or keyboard.

func NewOrbitControl added in v0.3.2

func NewOrbitControl(cam *Camera) *OrbitControl

NewOrbitControl creates and returns a pointer to a new orbit control for the specified camera.

func (*OrbitControl) Dispose added in v0.3.2

func (oc *OrbitControl) Dispose()

Dispose unsubscribes from all events.

func (*OrbitControl) Enabled added in v0.3.2

func (oc *OrbitControl) Enabled() OrbitEnabled

Enabled returns the current OrbitEnabled bitmask.

func (*OrbitControl) Pan added in v0.3.2

func (oc *OrbitControl) Pan(deltaX, deltaY float32)

Pan pans the camera and target the specified amount on the plane perpendicular to the viewing direction.

func (*OrbitControl) Reset added in v0.3.2

func (oc *OrbitControl) Reset()

Reset resets the orbit control.

func (*OrbitControl) Rotate added in v0.3.2

func (oc *OrbitControl) Rotate(thetaDelta, phiDelta float32)

Rotate rotates the camera around the target by the specified angles.

func (*OrbitControl) SetEnabled added in v0.3.2

func (oc *OrbitControl) SetEnabled(bitmask OrbitEnabled)

SetEnabled sets the current OrbitEnabled bitmask.

func (*OrbitControl) SetTarget added in v0.3.2

func (oc *OrbitControl) SetTarget(v math32.Vector3)

Set camera orbit target Vector3

func (*OrbitControl) Target added in v0.3.2

func (oc *OrbitControl) Target() math32.Vector3

Target returns the current orbit target.

func (*OrbitControl) Zoom added in v0.3.2

func (oc *OrbitControl) Zoom(delta float32)

Zoom moves the camera closer or farther from the target the specified amount and also updates the camera's orthographic size to match.

type OrbitEnabled added in v0.3.2

type OrbitEnabled int

OrbitEnabled specifies which control types are enabled.

const (
	OrbitNone OrbitEnabled = 0x00
	OrbitRot  OrbitEnabled = 0x01
	OrbitZoom OrbitEnabled = 0x02
	OrbitPan  OrbitEnabled = 0x04
	OrbitKeys OrbitEnabled = 0x08
	OrbitAll  OrbitEnabled = 0xFF
)

The possible control types.

type Projection added in v0.3.2

type Projection int

Projection represents a camera projection.

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