Implement keyboard navigation

This commit is contained in:
Aaron Fenyes 2024-09-09 19:41:15 -07:00
parent 2efc08d6c0
commit c67f37c934

View File

@ -9,9 +9,17 @@
extern crate js_sys;
use core::array;
use nalgebra::{DMatrix, DVector};
use nalgebra::{DMatrix, DVector, Rotation3, Vector3};
use sycamore::{prelude::*, motion::create_raf, rt::{JsCast, JsValue}};
use web_sys::{console, window, WebGl2RenderingContext, WebGlProgram, WebGlShader, WebGlUniformLocation};
use web_sys::{
console,
window,
KeyboardEvent,
WebGl2RenderingContext,
WebGlProgram,
WebGlShader,
WebGlUniformLocation
};
mod engine;
@ -157,6 +165,12 @@ fn main() {
// tab selection
let tab_selection = create_signal(Tab::GenTab);
// navigation
let pitch_up = create_signal(0.0);
let pitch_down = create_signal(0.0);
let yaw_right = create_signal(0.0);
let yaw_left = create_signal(0.0);
// controls for general example
let gen_controls = create_node_ref();
let ctrl_x = create_signal(0.0);
@ -246,8 +260,21 @@ fn main() {
let mut last_time = 0.0;
// scene parameters
const TURNTABLE_SPEED: f64 = 0.5;
let mut turntable_angle = 0.0;
const NAV_SPEED: f64 = 0.4; // in radians per second
const TURNTABLE_SPEED: f64 = 0.1; // in radians per second
let mut orientation = DMatrix::<f64>::identity(5, 5);
let mut rotation = DMatrix::<f64>::identity(5, 5);
let location = {
const LEN: f64 = -5.0;
const LEN_SQ: f64 = LEN*LEN;
DMatrix::from_column_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, LEN,
0.0, 0.0, 2.0*LEN, 1.0, LEN_SQ,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
/* INSTRUMENTS */
let performance = window().unwrap().performance().unwrap();
@ -353,11 +380,36 @@ fn main() {
let time_step = 0.001*(time - last_time);
last_time = time;
// move the turntable
// get the navigation state
let pitch_up_val = pitch_up.get();
let pitch_down_val = pitch_down.get();
let yaw_right_val = yaw_right.get();
let yaw_left_val = yaw_left.get();
let turntable_val = turntable.get();
// update the construction's orientation
let ang_vel = {
let pitch = pitch_up_val - pitch_down_val;
let yaw = yaw_right_val - yaw_left_val;
let ang_vel_from_keyboard =
if pitch != 0.0 || yaw != 0.0 {
NAV_SPEED * Vector3::new(-pitch, yaw, 0.0).normalize()
} else {
Vector3::zeros()
};
let ang_vel_from_turntable =
if turntable_val {
turntable_angle += TURNTABLE_SPEED * time_step;
}
Vector3::new(0.0, TURNTABLE_SPEED, 0.0)
} else {
Vector3::zeros()
};
ang_vel_from_keyboard + ang_vel_from_turntable
};
let mut rotation_sp = rotation.fixed_view_mut::<3, 3>(0, 0);
rotation_sp.copy_from(
Rotation3::from_scaled_axis(time_step * ang_vel).matrix()
);
orientation = &rotation * &orientation;
if scene_changed.get() {
/* INSTRUMENTS */
@ -369,30 +421,8 @@ fn main() {
frames_since_last_sample = 0;
}
// set the orientation and translation
let orientation = {
let ang_cos = turntable_angle.cos();
let ang_sin = turntable_angle.sin();
DMatrix::from_column_slice(5, 5, &[
ang_cos, 0.0, ang_sin, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
-ang_sin, 0.0, ang_cos, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let translation = {
const LEN: f64 = -5.0;
const LEN_SQ: f64 = LEN*LEN;
DMatrix::from_column_slice(5, 5, &[
1.0, 0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0, LEN,
0.0, 0.0, 2.0*LEN, 1.0, LEN_SQ,
0.0, 0.0, 0.0, 0.0, 1.0
])
};
let construction_to_world = &translation * orientation;
// find the map from construction space to world space
let construction_to_world = &location * &orientation;
// update the construction
sphere_vec.clear();
@ -450,7 +480,13 @@ fn main() {
ctx.draw_arrays(WebGl2RenderingContext::TRIANGLES, 0, VERTEX_CNT as i32);
// clear scene change flag
scene_changed.set(turntable_val);
scene_changed.set(
pitch_up_val != 0.0
|| pitch_down_val != 0.0
|| yaw_left_val != 0.0
|| yaw_right_val != 0.0
|| turntable_val
);
} else {
frames_since_last_sample = 0;
mean_frame_interval.set(-1.0);
@ -482,7 +518,46 @@ fn main() {
}
}
div { "Mean frame interval: " (mean_frame_interval.get()) " ms" }
canvas(ref=display, width=600, height=600, tabindex=0)
canvas(
ref=display,
width=600,
height=600,
tabindex=0,
on:keydown=move |event: KeyboardEvent| {
let mut navigating = true;
match event.key().as_str() {
"ArrowUp" => pitch_up.set(1.0),
"ArrowDown" => pitch_down.set(1.0),
"ArrowRight" => yaw_right.set(1.0),
"ArrowLeft" => yaw_left.set(1.0),
_ => navigating = false
};
if navigating {
scene_changed.set(true);
event.prevent_default();
}
},
on:keyup=move |event: KeyboardEvent| {
let mut navigating = true;
match event.key().as_str() {
"ArrowUp" => pitch_up.set(0.0),
"ArrowDown" => pitch_down.set(0.0),
"ArrowRight" => yaw_right.set(0.0),
"ArrowLeft" => yaw_left.set(0.0),
_ => navigating = false
};
if navigating {
scene_changed.set(true);
event.prevent_default();
}
},
on:blur=move |_| {
pitch_up.set(0.0);
pitch_down.set(0.0);
yaw_right.set(0.0);
yaw_left.set(0.0);
}
)
div(ref=gen_controls) {
label(class="control") {
span { "Sphere 0 depth" }