lots of skeleton stuff. lots of hacking. mostly hacking
This commit is contained in:
193
src/main.rs
193
src/main.rs
@@ -8,13 +8,12 @@ use std::sync::Arc;
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{Decomposed, Deg, Euler, InnerSpace, Quaternion, Rotation3, SquareMatrix};
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use cgmath::{Decomposed, Deg, Euler, InnerSpace, Quaternion, Rotation3, SquareMatrix, Point3, Rad};
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use futures::task::LocalSpawn;
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use legion::*;
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use rapier3d::dynamics::{
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IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
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};
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use rapier3d::geometry::Collider as r3dCollider;
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use rapier3d::geometry::{BroadPhase, ColliderBuilder, ColliderHandle, ColliderSet, NarrowPhase};
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use rapier3d::math;
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use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
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@@ -28,13 +27,23 @@ use winit::{
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event_loop::{ControlFlow, EventLoop},
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};
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use gilrs::Event as GilEvent;
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use crate::camera::{CameraController, Camera};
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use crate::components::{Collider, Color, Physics, Position};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use crate::owned_event::TrEventExtension;
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use gilrs::{Gamepad, Gilrs};
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use rapier3d::counters::Timer;
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mod camera;
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mod components;
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mod geometry;
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mod light;
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mod physics;
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mod render;
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mod owned_event;
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/*
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@@ -58,81 +67,13 @@ mvp:
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ECS
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animation
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render 3d
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render 3d (good!)
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input/io
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collision / physics
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entities & behaviours
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collision / physics (yep!)
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entities & behaviours (got the entities!)
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*/
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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// a component is any type that is 'static, sized, send and sync
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Position {
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x: f32,
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y: f32,
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z: f32,
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rot: cgmath::Quaternion<f32>,
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//mx: cgmath::Matrix4<f32>,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Color {
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Velocity {
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dx: f32,
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dy: f32,
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rs: f32,
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}
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#[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)]
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pub struct RangeCopy<Idx> {
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pub start: Idx,
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pub end: Idx,
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}
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#[derive(Clone, Debug)]
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pub struct DirectionalLight {
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color: wgpu::Color,
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fov: f32,
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depth: RangeCopy<f32>,
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target_view: Arc<TextureView>,
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}
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#[derive(Clone, Debug)]
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pub struct Mesh {
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index_buffer: Arc<Buffer>,
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index_count: usize,
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vertex_buffer: Arc<Buffer>,
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uniform_buffer: Arc<Buffer>,
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bind_group: Arc<BindGroup>,
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}
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#[derive(Clone, Debug)]
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pub struct Physics {
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rigid_body: RigidBody,
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rigid_body_handle: Option<RigidBodyHandle>,
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}
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#[derive(Clone)]
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pub struct Collider {
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collider: r3dCollider,
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collider_handle: Option<ColliderHandle>,
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}
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//log::info!("");
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fn main() {
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@@ -151,12 +92,13 @@ fn main() {
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// TODO schedule for the update system and others
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let mut update_schedule = Schedule::builder()
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.add_system(physics::update_camera_system())
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.add_system(physics::run_physics_system())
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.add_system(physics::update_models_system())
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// next system here, gamelogic update system?
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.build();
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::<TrEventExtension>::with_user_event();
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("MVGE");
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@@ -169,8 +111,6 @@ fn main() {
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let window = builder.build(&event_loop).unwrap();
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let mut last_update_inst = Instant::now();
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// Load up the renderer (and the resources)
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let mut renderer = {
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let mut renderer = render::Renderer::init(&window);
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@@ -186,20 +126,94 @@ fn main() {
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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resources.insert(CameraController::new(1.0, 1.0));
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resources.insert(Instant::now());
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let event_loop_proxy = event_loop.create_proxy();
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std::thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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let mut gamepad: Option<Gamepad> = None;
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for (_id, gamepad_) in gilrs.gamepads() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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}
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println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
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}
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let mut active_gamepad = None;
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loop {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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event_loop_proxy.send_event(TrEventExtension::GamepadEvent {
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gil_event: GilEvent { id, event, time }
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}).ok();
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}
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// // You can also use cached gamepad state
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// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
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// if gamepad.is_pressed(Button::South) {
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// println!("Button South is pressed (XBox - A, PS - X)");
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// }
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// }
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std::thread::sleep(std::time::Duration::from_millis(50));
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}
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});
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32 = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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}.as_secs_f32();
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let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = elapsed_time;
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event_loop.run(move |event, _, control_flow| {
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
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//*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
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*control_flow = ControlFlow::Poll;
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match event {
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event::Event::MainEventsCleared => {
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// ask for a redraw every 20 millis
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if last_update_inst.elapsed() > Duration::from_millis(20) {
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window.request_redraw();
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last_update_inst = Instant::now();
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elapsed_time = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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}.as_secs_f32();
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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}
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accumulator_time += delta_time;
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let dt = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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};
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update_schedule.execute(&mut world, &mut resources);
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pool.run_until_stalled();
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// ask for a redraw every 20 millis
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if dt > Duration::from_millis(20) {
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}
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// update the world time here for next update
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resources.insert(Instant::now());
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render_schedule.execute(&mut world, &mut resources);
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}
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event::Event::DeviceEvent {
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event: MouseMotion { delta },
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@@ -257,7 +271,20 @@ fn main() {
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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// This could be used for relationships between entities...???
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// let camera_ent: Entity = world.push((
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// Camera {
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// position: Point3 {
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// x: 5.0,
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// y: 5.0,
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// z: 5.0
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// },
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// yaw: Rad(45.0),
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// pitch: Rad(45.0)
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// }
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// ));
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: 7.0 as f32,
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