camera sorta works using the old voxel-raycaster style of spherical coords
This commit is contained in:
10
resources/plane.mtl
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10
resources/plane.mtl
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@@ -0,0 +1,10 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl None
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Ns 0
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Ka 0.000000 0.000000 0.000000
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Kd 0.8 0.8 0.8
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Ks 0.8 0.8 0.8
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d 1
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illum 2
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17
resources/plane.obj
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17
resources/plane.obj
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@@ -0,0 +1,17 @@
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# Blender v2.79 (sub 0) OBJ File: ''
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# www.blender.org
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mtllib plane.mtl
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o Plane
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v -7.780000 0.000000 7.780000
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v 7.780000 0.000000 7.780000
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v -7.780000 0.000000 -7.780000
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v 7.780000 0.000000 -7.780000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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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 2/1/1 3/2/1 1/3/1
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f 2/1/1 4/4/1 3/2/1
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128
src/camera.rs
128
src/camera.rs
@@ -1,8 +1,10 @@
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use cgmath::{Matrix4, Vector3, Point3, Rad, InnerSpace};
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use winit::event::{MouseScrollDelta, VirtualKeyCode, ElementState};
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use winit::dpi::{PhysicalPosition, LogicalPosition};
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use std::f32::consts::{FRAC_PI_2, PI};
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use std::time::{Duration, Instant};
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use std::f32::consts::FRAC_PI_2;
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use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
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use winit::dpi::{LogicalPosition, PhysicalPosition};
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use winit::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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#[derive(Clone, Copy, Debug, PartialEq)]
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@@ -13,11 +15,7 @@ pub struct Camera {
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}
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impl Camera {
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pub fn new<
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V: Into<Point3<f32>>,
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Y: Into<Rad<f32>>,
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P: Into<Rad<f32>>,
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>(
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pub fn new<V: Into<Point3<f32>>, Y: Into<Rad<f32>>, P: Into<Rad<f32>>>(
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position: V,
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yaw: Y,
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pitch: P,
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@@ -30,21 +28,38 @@ impl Camera {
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}
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pub fn calc_matrix(&self, projection: cgmath::Matrix4<f32>) -> Matrix4<f32> {
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let mx_view = Matrix4::look_at_dir(
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let view_vector = Point3::new(
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(1.0 * self.pitch.0.sin() * self.yaw.0.sin()),
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(1.0 * self.pitch.0.cos()),
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(1.0 * self.pitch.0.sin() * self.yaw.0.cos()),
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);
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let mx_view = Matrix4::look_at(
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self.position,
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Vector3::new(
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self.yaw.0.cos(),
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self.pitch.0.sin(),
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self.yaw.0.sin(),
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).normalize(),
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Point3::new(
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view_vector.x + self.position.x,
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view_vector.y + self.position.y,
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view_vector.z + self.position.z,
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),
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Vector3::unit_y(),
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);
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// I don't know how this works, but it limits pitching to like
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// 70 degrees. Lame
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// let mx_view = Matrix4::look_at_dir(
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// self.position,
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// Vector3::new(
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// self.yaw.0.cos(),
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// self.pitch.0.sin(),
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// self.yaw.0.sin(),
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// ).normalize(),
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// Vector3::unit_y(),
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// );
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let mx_correction = OPENGL_TO_WGPU_MATRIX;
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mx_correction * projection * mx_view
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}
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}
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#[derive(Debug)]
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pub struct CameraController {
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amount_left: f32,
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@@ -79,8 +94,12 @@ impl CameraController {
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}
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}
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pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool{
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let amount = if state == ElementState::Pressed { 1.0 } else { 0.0 };
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pub fn process_keyboard(&mut self, key: VirtualKeyCode, state: ElementState) -> bool {
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let amount = if state == ElementState::Pressed {
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1.0
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} else {
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0.0
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};
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match key {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.amount_forward = amount;
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@@ -111,38 +130,52 @@ impl CameraController {
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}
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pub fn process_mouse(&mut self, mouse_dx: f64, mouse_dy: f64) {
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self.rotate_horizontal = mouse_dx as f32;
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self.rotate_horizontal = -mouse_dx as f32;
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self.rotate_vertical = mouse_dy as f32;
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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 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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// 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 forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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camera.position += forward * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right * (self.amount_right - self.amount_left) * self.speed * dt;
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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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let view_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.sin()),
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(1.0 * camera.pitch.0.cos()),
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.cos()),
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);
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let yaw_offset = camera.yaw.0 - Rad(PI).0;
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let right_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * yaw_offset.sin()),
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(1.0 * camera.pitch.0.cos()),
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(1.0 * camera.pitch.0.sin() * yaw_offset.cos()),
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);
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camera.position += view_vector * (self.amount_forward - self.amount_backward) * self.speed * dt;
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camera.position += right_vector * (self.amount_right - self.amount_left) * 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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// modify the y coordinate directly.
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@@ -150,7 +183,7 @@ impl CameraController {
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// Rotate
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camera.yaw += Rad(self.rotate_horizontal) * self.sensitivity * dt;
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camera.pitch += Rad(-self.rotate_vertical) * self.sensitivity * dt;
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camera.pitch += Rad(self.rotate_vertical) * self.sensitivity * dt;
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// If process_mouse isn't called every frame, these values
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// will not get set to zero, and the camera will rotate
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@@ -159,15 +192,10 @@ impl CameraController {
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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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if camera.pitch < -Rad(FRAC_PI_2) {
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camera.pitch = -Rad(FRAC_PI_2);
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} else if camera.pitch > Rad(FRAC_PI_2) {
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camera.pitch = Rad(FRAC_PI_2);
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if camera.pitch < -Rad(0.0) {
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camera.pitch = -Rad(0.0);
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} else if camera.pitch > Rad(PI) {
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camera.pitch = Rad(PI);
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}
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}
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}
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30
src/main.rs
30
src/main.rs
@@ -124,7 +124,7 @@ fn main() {
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resources.insert(renderer);
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let (physics_state, physics_pipeline) =
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PhysicsState::build(rapier3d::math::Vector::new(0.0, 0.0, -9.81));
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PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.0));
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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@@ -249,14 +249,14 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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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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x: 0.0,
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y: 0.0,
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z: 10.0
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},
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yaw: Rad(0.0),
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pitch: Rad(-75.0)
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yaw: Rad(-PI),
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pitch: Rad(PI/2.0)
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},
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CameraController::new(1.0, 1.0),
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CameraController::new(3.0, 1.0),
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));
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let light_entity: Entity = world.push((
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@@ -287,7 +287,7 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let monkey_entity: Entity = world.push((
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Position {
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x: 1.0,
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y: 2.0,
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y: 5.0,
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z: 2.0,
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rot: Quaternion::from(Euler {
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x: Deg(90.0),
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@@ -313,26 +313,20 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let mut static_floor_body = RigidBodyBuilder::new_static()
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.position(Isometry3::new(
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Vector3::new(0.0, 0.0, 0.0),
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Vector3::new(0.0, -8.0, 0.0),
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Vector::y() * PI,
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))
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.build();
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let ball_collider = ColliderBuilder::ball(1.5).build();
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let floor_collider = ColliderBuilder::cuboid(0.5, 0.2, 0.1).build();
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let floor_collider = ColliderBuilder::cuboid(10.0, 0.2, 10.0).build();
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//let mut dynamic_ball_body_handle = bodies.insert(dynamic_ball_body);
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//let mut static_floor_body_handle = bodies.insert(static_floor_body.clone());
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// let ball_collider_handle = colliders.insert(ball_collider, dynamic_ball_body_handle, &mut bodies);
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// let floor_collider_handle = colliders.insert(floor_collider, dynamic_ball_body_handle, &mut bodies);
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let plane_mesh = renderer.create_plane(7.0);
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let plane_mesh = renderer.load_mesh_to_buffer("./resources/plane.obj");
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let plane_entity: Entity = world.push((
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Position {
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x: 0.0,
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y: 0.0,
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y: -8.0,
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z: 0.0,
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rot: Quaternion::from(Euler {
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x: Deg(0.0),
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@@ -12,6 +12,7 @@ use winit::event::{
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use winit::window::{Theme, WindowId};
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use crate::camera::{Camera, CameraController};
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use crate::owned_event::OwnedWindowEvent::MouseWheel;
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#[derive(Clone)]
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pub enum OwnedUIEvent<T> {
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@@ -249,18 +250,18 @@ pub fn event_dispatch(
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for event in event_stack {
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match event {
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OwnedEvent::DeviceEvent {
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event: MouseMotion { delta },
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event: winit::event::DeviceEvent::MouseMotion { delta },
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..
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} => {
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let mut query = <(&mut CameraController)>::query();
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for (camera_controller) in query.iter_mut(world) {
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camera_controller.process_mouse(delta.0, delta.1);
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}
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}
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OwnedEvent::DeviceEvent { device_id, event } => {
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match event {
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winit::event::DeviceEvent::Key(keyboard_input) => {
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},
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OwnedEvent::DeviceEvent {
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event: winit::event::DeviceEvent::Key(keyboard_input),
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..
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} => {
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let mut query = <(&mut CameraController)>::query();
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for (camera_controller) in query.iter_mut(world) {
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camera_controller.process_keyboard(
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@@ -288,7 +289,4 @@ pub fn event_dispatch(
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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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}
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Block a user