Set the scene transform by linear iterpolation of the eye transforms
This commit is contained in:
parent
005e7d3835
commit
a507e1955e
|
@ -25,6 +25,7 @@ use clap::{App, Arg};
|
|||
use pathfinder_geometry::basic::vector::{Vector2F, Vector2I};
|
||||
use pathfinder_geometry::basic::rect::RectF;
|
||||
use pathfinder_geometry::basic::transform2d::Transform2DF;
|
||||
use pathfinder_geometry::basic::transform3d::Transform3DF;
|
||||
use pathfinder_geometry::color::ColorU;
|
||||
use pathfinder_gl::GLDevice;
|
||||
use pathfinder_gpu::Device;
|
||||
|
@ -53,6 +54,9 @@ const CAMERA_SCALE_SPEED_2D: f32 = 6.0;
|
|||
// How much the scene is scaled when a zoom button is clicked.
|
||||
const CAMERA_ZOOM_AMOUNT_2D: f32 = 0.1;
|
||||
|
||||
// Half of the eye separation distance.
|
||||
const DEFAULT_EYE_OFFSET: f32 = 0.025;
|
||||
|
||||
const LIGHT_BG_COLOR: ColorU = ColorU {
|
||||
r: 248,
|
||||
g: 248,
|
||||
|
@ -328,9 +332,18 @@ impl<W> DemoApp<W> where W: Window {
|
|||
..
|
||||
} = self.camera
|
||||
{
|
||||
// TODO: really we should lerp all the eye transforms to get the new scene transform
|
||||
*scene_transform = new_eye_transforms[0];
|
||||
*eye_transforms = new_eye_transforms;
|
||||
// Calculate the new scene transform by lerp'ing the eye transforms.
|
||||
*scene_transform = eye_transforms[0];
|
||||
for (index, eye_transform) in eye_transforms.iter().enumerate().skip(1) {
|
||||
let weight = 1.0 / (index + 1) as f32;
|
||||
scene_transform.perspective.transform = scene_transform.perspective.transform.lerp(weight, &eye_transform.perspective.transform);
|
||||
scene_transform.modelview_to_eye = scene_transform.modelview_to_eye.lerp(weight, &eye_transform.modelview_to_eye);
|
||||
}
|
||||
// TODO: calculate the eye offset from the eye transforms?
|
||||
let z_offset = -DEFAULT_EYE_OFFSET * scene_transform.perspective.transform.c0.x();
|
||||
scene_transform.modelview_to_eye = scene_transform.modelview_to_eye
|
||||
.pre_mul(&Transform3DF::from_translation(0.0, 0.0, z_offset));
|
||||
}
|
||||
}
|
||||
Event::KeyDown(Keycode::Alphanumeric(b'w')) => {
|
||||
|
|
|
@ -176,6 +176,15 @@ impl Transform3DF {
|
|||
)
|
||||
}
|
||||
|
||||
/// Linearly interpolate between transforms
|
||||
pub fn lerp(&self, weight: f32, other: &Transform3DF) -> Transform3DF {
|
||||
let c0 = self.c0 * F32x4::splat(weight) + other.c0 * F32x4::splat(1.0 - weight);
|
||||
let c1 = self.c1 * F32x4::splat(weight) + other.c1 * F32x4::splat(1.0 - weight);
|
||||
let c2 = self.c2 * F32x4::splat(weight) + other.c2 * F32x4::splat(1.0 - weight);
|
||||
let c3 = self.c3 * F32x4::splat(weight) + other.c3 * F32x4::splat(1.0 - weight);
|
||||
Transform3DF { c0, c1, c2, c3 }
|
||||
}
|
||||
|
||||
/// Just like `gluPerspective()`.
|
||||
#[inline]
|
||||
pub fn from_perspective(fov_y: f32, aspect: f32, z_near: f32, z_far: f32) -> Transform3DF {
|
||||
|
|
Loading…
Reference in New Issue