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extern crate ncurses;
mod camera;
mod canvas;
use std::{f32::consts::PI, time::Instant};
use cgmath::{Angle, InnerSpace, Matrix3, Rad, Vector3};
use ncurses::*;
use crate::camera::{Camera, WIDTH, HEIGHT};
fn main() {
let mut cam = Camera {
position: Vector3::new(-5.0, 0.0, 2.0),
direction: Vector3::unit_x(),
up: Vector3::unit_z(),
light: Vector3 { x: 1.0, y: 1.0, z: -1.0 }.normalize(),
angle: PI / 2.0,
distance: 1.0,
aspect_ratio: 2.0 * HEIGHT as f32 / WIDTH as f32,
brightness: 15.0,
time: 0.0,
speed: 0.5,
turn_rate: 30.0,
width: 2.0,
height: 4.0 * HEIGHT as f32 / WIDTH as f32,
palette: "$@B%8&WM#oahkbdpqwmZO0QLCJUYXzcvunxrjft/\\|()1{}[]?-_+~<>i!lI;:,\"^`'. ".chars().collect(),
};
initscr();
while true {
clear();
flushinp();
// Render
cam.time += 1.0;
let timestamp = Instant::now();
cam.render();
addstr(&format!("\nRendered in {:?} ({:.0} FPS)\n", timestamp.elapsed(), 1.0 / timestamp.elapsed().as_secs_f64()));
addstr(&format!("\nTime: {:?}\n", cam.time));
addstr(&format!("Camera: {:?}\n", cam.position));
addstr(&format!("Facing: {:?}, Up: {:?}\n", cam.direction, cam.up));
addstr(&format!("Light: {:?}\n", cam.light));
refresh();
// Handle input
let char = getch();
addstr(&format!("\nPressed: {:?}\n", char));
refresh();
if char == 107 { // k to move forward
cam.position += cam.direction * cam.speed;
} else if char == 106 { // j to move backward
cam.position -= cam.direction * cam.speed;
} else if char == 72 { // H to move left
cam.position += Matrix3::from_axis_angle(cam.up, Rad::turn_div_4()) * cam.direction * cam.speed;
} else if char == 76 { // L to move right
cam.position -= Matrix3::from_axis_angle(cam.up, Rad::turn_div_4()) * cam.direction * cam.speed;
} else if char == 104 { // h to rotate left
let rotation = Matrix3::from_angle_z(Rad::full_turn() / cam.turn_rate);
cam.direction = rotation * cam.direction;
cam.up = rotation * cam.up;
} else if char == 108 { // l to rotate right
let rotation = Matrix3::from_angle_z(-Rad::full_turn() / cam.turn_rate);
cam.direction = rotation * cam.direction;
cam.up = rotation * cam.up;
} else if char == 75 { // K to rotate up
let axis = cam.up.cross(cam.direction);
let angle = -Rad::full_turn() / cam.turn_rate;
let rotation = Matrix3::from_axis_angle(axis, angle);
cam.up = rotation * cam.up;
cam.direction = rotation * cam.direction;
} else if char == 74 { // J to rotate down
let axis = cam.up.cross(cam.direction);
let angle = Rad::full_turn() / cam.turn_rate;
let rotation = Matrix3::from_axis_angle(axis, angle);
cam.up = rotation * cam.up;
cam.direction = rotation * cam.direction;
} else if char == 117 { // u to move up along Z
cam.position += Vector3::unit_z() * cam.speed;
} else if char == 100 { // d to move down along Z
cam.position -= Vector3::unit_z() * cam.speed;
} else if char == 70 { // F to reverse camera direction
cam.direction = -cam.direction;
} else if char == 101 { // e to change lights
cam.light = Matrix3::from_angle_z(Rad::turn_div_2() / cam.turn_rate) * cam.light;
} else if char == 69 { // E to change lights vertically
cam.light = Matrix3::from_angle_y(Rad::turn_div_2() / cam.turn_rate) * cam.light;
}
}
endwin();
}
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