3个不稳定版本
0.2.0 | 2023年6月24日 |
---|---|
0.1.1 | 2023年4月14日 |
0.1.0 | 2023年4月14日 |
#1018 in 游戏开发
26 每月下载量
12KB
150 行
buttery
使用简洁API实现指数平滑变换。
基本示例
use glam::{Mat4, Quat, Vec3};
use buttery::{Rotate, Scaffold, TransformComponent, Translate};
struct Camera {
position: TransformComponent<Translate<Vec3>>,
looking: TransformComponent<Rotate>,
}
let mut camera = Camera {
position: TransformComponent::new_translate(Vec3::ZERO),
looking: TransformComponent::new_rotate(Quat::IDENTITY),
};
// Simulate user input:
camera.position.target += Vec3::X;
camera.looking.target *= Quat::from_rotation_x(0.3);
// For each frame:
// Time since last frame in seconds.
let delta_time = 0.016;
let transform = camera.position.begin(|translation| Mat4::from_translation(translation))
.and_then(&mut camera.looking, |quat| Mat4::from_quat(quat))
.drive(delta_time);
let view_matrix = transform.inverse();
以下示例
此示例使摄像机跟踪目标。
在这种情况下,我们无法完全使用 .and_then
API
use glam::{Mat4, Quat, Vec3};
use buttery::{Rotate, Scaffold, TransformComponent, Translate};
struct Camera {
position: TransformComponent<Translate<Vec3>>,
target: TransformComponent<Translate<Vec3>>,
}
let mut camera = Camera {
position: TransformComponent::new_translate(Vec3::ZERO),
// We'll want to follow our actual target much more closely.
target: TransformComponent::new(0.001, Vec3::X),
};
// Simulate user input:
camera.position.target += Vec3::X;
camera.target.target += Vec3::NEG_Y;
// For each frame:
// Time since last frame in seconds.
let delta_time = 0.016;
let camera_position = camera.position.drive(delta_time);
let partial = camera.target.begin(|target_pos| Mat4::look_at_rh(camera_position, target_pos, Vec3::Y))
.drive(delta_time);
let transform = partial * Mat4::from_translation(camera_position);
let view_matrix = transform.inverse();
依赖项
~3MB
~89K SLoC