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View Code? Open in Web Editor NEWA Rust library for 3D camera and navigation
License: MIT License
A Rust library for 3D camera and navigation
License: MIT License
What is the scope of this project?
This needs to be supported.
Replace the input
method with another event
method that takes E: GenericEvent
.
The motivation for splitting update
and input
was that Hematite used to have low framerates. According to PistonDevelopers/hematite#76 it does not matter at 60 fps.
The purpose of this module is to provide a set of global functions that makes it easier to deal with camera mathematics properly.
This makes it possible to adjust the speed, to navigate fast on large geometry and slower at smaller geometry.
This will make it easier to interpret the arguments.
Currently blocked because cargo-dot needs a compatible version of Cargo. Remove "Cargo.dot" and generate the graph directly with cargo dot | dot -Tpng > Cargo.png
update
to camera
update
method that sets position by computed cameraFPSController
Camera
Camera
from camera
methodFirstPerson
This means for rendering, we don't need to store a Camera
but can compute it directly with fps_controller.camera(dt)
with the extended delta time, which will give smoother movement.
I think this change is important because if the camera movement is not interpolated smoothly, then the whole rendered world is stuttering.
Currently, the Camera
and CameraPerspective
do not derive Clone, PartialEq, PartialOrd, Hash
which are common traits.
This issue was automatically generated. Feel free to close without ceremony if
you do not agree with re-licensing or if it is not possible for other reasons.
Respond to @cmr with any questions or concerns, or pop over to
#rust-offtopic
on IRC to discuss.
You're receiving this because someone (perhaps the project maintainer)
published a crates.io package with the license as "MIT" xor "Apache-2.0" and
the repository field pointing here.
TL;DR the Rust ecosystem is largely Apache-2.0. Being available under that
license is good for interoperation. The MIT license as an add-on can be nice
for GPLv2 projects to use your code.
The MIT license requires reproducing countless copies of the same copyright
header with different names in the copyright field, for every MIT library in
use. The Apache license does not have this drawback. However, this is not the
primary motivation for me creating these issues. The Apache license also has
protections from patent trolls and an explicit contribution licensing clause.
However, the Apache license is incompatible with GPLv2. This is why Rust is
dual-licensed as MIT/Apache (the "primary" license being Apache, MIT only for
GPLv2 compat), and doing so would be wise for this project. This also makes
this crate suitable for inclusion and unrestricted sharing in the Rust
standard distribution and other projects using dual MIT/Apache, such as my
personal ulterior motive, the Robigalia project.
Some ask, "Does this really apply to binary redistributions? Does MIT really
require reproducing the whole thing?" I'm not a lawyer, and I can't give legal
advice, but some Google Android apps include open source attributions using
this interpretation. Others also agree with
it.
But, again, the copyright notice redistribution is not the primary motivation
for the dual-licensing. It's stronger protections to licensees and better
interoperation with the wider Rust ecosystem.
To do this, get explicit approval from each contributor of copyrightable work
(as not all contributions qualify for copyright) and then add the following to
your README:
## License
Licensed under either of
* Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE) or http://www.apache.org/licenses/LICENSE-2.0)
* MIT license ([LICENSE-MIT](LICENSE-MIT) or http://opensource.org/licenses/MIT)
at your option.
### Contribution
Unless you explicitly state otherwise, any contribution intentionally submitted
for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any
additional terms or conditions.
and in your license headers, use the following boilerplate (based on that used in Rust):
// Copyright (c) 2016 cam developers
//
// Licensed under the Apache License, Version 2.0
// <LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0> or the MIT
// license <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. All files in the project carrying such notice may not be copied,
// modified, or distributed except according to those terms.
Be sure to add the relevant LICENSE-{MIT,APACHE}
files. You can copy these
from the Rust repo for a plain-text
version.
And don't forget to update the license
metadata in your Cargo.toml
to:
license = "MIT/Apache-2.0"
I'll be going through projects which agree to be relicensed and have approval
by the necessary contributors and doing this changes, so feel free to leave
the heavy lifting to me!
To agree to relicensing, comment with :
I license past and future contributions under the dual MIT/Apache-2.0 license, allowing licensees to chose either at their option
Or, if you're a contributor, you can check the box in this repo next to your
name. My scripts will pick this exact phrase up and check your checkbox, but
I'll come through and manually review this issue later as well.
For example, there are cases where you want to control the game with both a game pad and the keyboard at the same time.
First person settings should have movement settings for the arrow keys. If we add multiple input settings #11, then the default 'wasd' and 'esdf' settings could have arrow keys added as an additional input source.
This is in line with #36. This library is tightly coupled to how Piston does event handling and thus indirectly depends on current objects, which appear to be a bit controversial. It would be nice if one could use this library's functionality on its own.
To make this library more modular and composable, I suggest modelling the camera control events in a more abstract fashion. For once, this would allow one to separate key bindings from the controller logic. It would also allow users to interface with other input event libraries, e.g. glutin, without routing this through other piston libs.
An example could look somewhat like this:
pub enum FPSCameraControlEvent {
Move(Direction),
Stop,
Rotate(...),
...
}
See #36
FirstPerson
depends on the piston core event model and it stores a Keys
state. This library could be only for the camera math, but with methods/functions for computing everything you need to write your own controller easily.
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