going to update wgpu
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@@ -35,6 +35,14 @@ v -0.739722 0.303859 -0.303860
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v -0.739722 0.238740 -0.357301
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v -0.739722 0.238740 -0.357301
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v -0.739722 0.164447 -0.397012
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v -0.739722 0.164447 -0.397012
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v -0.739722 0.083834 -0.421465
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v -0.739722 0.083834 -0.421465
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v -0.377020 -0.377020 0.377020
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v -0.377020 0.377020 0.377020
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v -0.377020 -0.377020 -0.377020
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v -0.377020 0.377020 -0.377020
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v 0.377020 -0.377020 0.377020
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v 0.377020 0.377020 0.377020
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v 0.377020 -0.377020 -0.377020
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v 0.377020 0.377020 -0.377020
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vn 0.4455 -0.0878 -0.8910
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vn 0.4455 -0.0878 -0.8910
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vn 0.4455 -0.2599 -0.8567
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vn 0.4455 -0.2599 -0.8567
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vn 0.4455 -0.4220 -0.7896
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vn 0.4455 -0.4220 -0.7896
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@@ -68,6 +76,11 @@ vn 0.4455 0.4220 -0.7896
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vn 0.4455 0.2599 -0.8567
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vn 0.4455 0.2599 -0.8567
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vn 0.4455 0.0878 -0.8910
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vn 0.4455 0.0878 -0.8910
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vn -1.0000 -0.0000 -0.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 0.0000 -1.0000
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vn 1.0000 -0.0000 0.0000
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vn -0.0000 0.0000 1.0000
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vn 0.0000 -1.0000 0.0000
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vn 0.0000 1.0000 0.0000
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usemtl None
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usemtl None
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s off
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s off
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f 1//1 24//1 2//1
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f 1//1 24//1 2//1
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@@ -103,6 +116,12 @@ f 31//30 24//30 32//30
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f 32//31 24//31 33//31
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f 32//31 24//31 33//31
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f 33//32 24//32 1//32
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f 33//32 24//32 1//32
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f 8//33 16//33 25//33
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f 8//33 16//33 25//33
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f 35//33 36//33 34//33
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f 37//34 40//34 36//34
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f 41//35 38//35 40//35
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f 39//36 34//36 38//36
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f 40//37 34//37 36//37
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f 37//38 39//38 41//38
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f 33//33 1//33 2//33
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f 33//33 1//33 2//33
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f 2//33 3//33 4//33
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f 2//33 3//33 4//33
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f 4//33 5//33 6//33
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f 4//33 5//33 6//33
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@@ -132,32 +151,9 @@ f 27//33 29//33 33//33
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f 33//33 4//33 8//33
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f 33//33 4//33 8//33
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f 8//33 12//33 16//33
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f 8//33 12//33 16//33
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f 33//33 8//33 25//33
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f 33//33 8//33 25//33
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o Cube_Cube.001
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f 35//33 37//33 36//33
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v -0.377020 -0.377020 0.377020
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f 37//34 41//34 40//34
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v -0.377020 0.377020 0.377020
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f 41//35 39//35 38//35
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v -0.377020 -0.377020 -0.377020
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f 39//36 35//36 34//36
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v -0.377020 0.377020 -0.377020
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f 40//37 38//37 34//37
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v 0.377020 -0.377020 0.377020
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f 37//38 35//38 39//38
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v 0.377020 0.377020 0.377020
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v 0.377020 -0.377020 -0.377020
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v 0.377020 0.377020 -0.377020
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vn -1.0000 0.0000 0.0000
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vn 0.0000 0.0000 -1.0000
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vn 1.0000 0.0000 0.0000
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vn 0.0000 0.0000 1.0000
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vn 0.0000 -1.0000 0.0000
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vn 0.0000 1.0000 0.0000
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usemtl None
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s off
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f 35//34 36//34 34//34
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f 37//35 40//35 36//35
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f 41//36 38//36 40//36
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f 39//37 34//37 38//37
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f 40//38 34//38 36//38
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f 37//39 39//39 41//39
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f 35//34 37//34 36//34
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f 37//35 41//35 40//35
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f 41//36 39//36 38//36
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f 39//37 35//37 34//37
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f 40//38 38//38 34//38
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f 37//39 35//39 39//39
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@@ -134,17 +134,6 @@ impl CameraController {
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self.rotate_vertical = mouse_dy as f32;
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self.rotate_vertical = mouse_dy as f32;
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}
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}
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// pub fn process_scroll(&mut self, delta: &MouseScrollDelta) {
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// self.scroll = -match delta {
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// // I'm assuming a line is about 100 pixels
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// MouseScrollDelta::LineDelta(_, scroll) => scroll * 100.0,
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// MouseScrollDelta::PixelDelta(LogicalPosition {
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// y: scroll,
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// ..
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// }) => *scroll as f32,
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// };
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// }
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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// Move forward/backward and left/right
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// Move forward/backward and left/right
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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let (yaw_sin, yaw_cos) = camera.yaw.0.sin_cos();
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@@ -168,15 +157,6 @@ impl CameraController {
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += left_vector * (self.amount_left - self.amount_right) * self.speed * dt;
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camera.position += left_vector * (self.amount_left - self.amount_right) * self.speed * dt;
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// I'm not a huge fan of this
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// // Move in/out (aka. "zoom")
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// // Note: this isn't an actual zoom. The camera's position
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// // changes when zooming. I've added this to make it easier
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// // to get closer to an object you want to focus on.
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// let (pitch_sin, pitch_cos) = camera.pitch.0.sin_cos();
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// let scrollward = Vector3::new(pitch_cos * yaw_cos, pitch_sin, pitch_cos * yaw_sin).normalize();
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// camera.position += scrollward * self.scroll * self.speed * self.sensitivity * dt;
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// self.scroll = 0.0;
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// Move up/down. Since we don't use roll, we can just
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// Move up/down. Since we don't use roll, we can just
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// modify the y coordinate directly.
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// modify the y coordinate directly.
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@@ -193,10 +173,10 @@ impl CameraController {
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self.rotate_vertical = 0.0;
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self.rotate_vertical = 0.0;
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// Keep the camera's angle from going too high/low.
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// Keep the camera's angle from going too high/low.
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if camera.pitch < -Rad(0.0) {
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if camera.pitch < -Rad(0.001) {
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camera.pitch = -Rad(0.0);
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camera.pitch = -Rad(0.001);
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} else if camera.pitch > Rad(PI) {
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} else if camera.pitch > Rad(PI - 0.001) {
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camera.pitch = Rad(PI);
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camera.pitch = Rad(PI - 0.001);
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}
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}
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}
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}
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}
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}
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