First-person movement
This commit is contained in:
@@ -9,12 +9,13 @@ pub struct GameObject {
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pub position: Vector3<f32>,
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pub rotation: Quaternion<f32>,
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pub scale: Vector3<f32>,
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pub children: Vec<GameObject>
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}
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impl GameObject {
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pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
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GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0),
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0) }
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![] }
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}
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pub fn set_position(&mut self, x: f32, y: f32, z: f32) {
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@@ -62,26 +63,6 @@ impl GameObjectHandle {
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}
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}
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pub trait Component {
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pub trait Updatable {
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fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer);
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fn add_game_object(&mut self, handle: GameObjectHandle);
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}
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#[derive(Debug)]
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pub struct TestComponent {
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pub game_objects: Vec<GameObjectHandle>
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}
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impl Component for TestComponent {
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fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer) {
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self.game_objects.iter_mut().for_each(|handle| {
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if input.button_down("test") {
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handle.get_game_object(renderer).unwrap().rotate(90.0 * delta_time, 90.0 * delta_time, 90.0 * delta_time);
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}
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});
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}
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fn add_game_object(&mut self, handle: GameObjectHandle) {
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self.game_objects.push(handle);
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}
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}
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48
src/main.rs
48
src/main.rs
@@ -1,28 +1,29 @@
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use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3, vec3, Vector4};
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use crate::player::{Camera, Player};
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use cgmath::{Deg, Matrix4, Quaternion, Rotation, Rotation3, Vector3, vec3, Vector4};
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use winit::event::Event;
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use crate::config::LogConfig;
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use crate::input::InputState;
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use crate::vulkan::{Game, LinePoint, MeshHandle, VulkanRenderer};
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use crate::vulkan::vs::ty::ObjectUniformData;
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use crate::gameobject::{GameObject, GameObjectHandle, Component, TestComponent};
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use crate::gameobject::{GameObject, GameObjectHandle, Updatable};
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mod vulkan;
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mod input;
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mod config;
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mod mesh;
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mod gameobject;
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mod player;
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struct TestGame {
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input: InputState,
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cam_position: Vector3<f32>,
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cam_rotation: Quaternion<f32>,
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player: Player,
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meshes: Vec<(MeshHandle, usize)>,
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game_objects: Vec<GameObjectHandle>,
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log_config: LogConfig,
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texture_index_counter: usize,
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last_time: f32,
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components: Vec<Box<dyn Component>>,
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components: Vec<Box<dyn Updatable>>,
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}
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impl Game for TestGame {
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@@ -31,10 +32,12 @@ impl Game for TestGame {
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}
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fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> ObjectUniformData {
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// Input and timing
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self.input.frame_start();
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let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
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let frame_time = time - self.last_time;
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// Component update
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let input = &self.input;
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let components = &mut self.components;
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components.iter_mut().for_each(|component| {
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@@ -58,38 +61,22 @@ impl Game for TestGame {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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// Custom game object stuff
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let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
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self.game_objects[2].get_game_object(renderer).unwrap().position = light_pos;
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
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self.input.get_axis("move_sideways") * -0.05,
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0.0,
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self.input.get_axis("move_forward") * 0.05));
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let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
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let mut proj = cgmath::perspective(
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Rad::from(Deg(45.0)),
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renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
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0.1,
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100.0
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);
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proj.y.y *= -1.0;
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renderer.game_data.line_push_constants.view = view.into();
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renderer.game_data.line_push_constants.projection = proj.into();
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self.player.update(frame_time, input, renderer);
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// End frame
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self.last_time = time;
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self.input.frame_end();
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ObjectUniformData {
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view: view.into(),
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projection: proj.into(),
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view: self.player.camera.view.into(),
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projection: self.player.camera.proj.into(),
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time,
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light_position: light_pos.into(),
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camera_position: self.cam_position.into(),
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camera_position: self.player.camera.position.into(),
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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}
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@@ -104,15 +91,12 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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let mut test_comp = TestComponent { game_objects: vec![] };
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let cube_meshes = self.load_gltf(renderer, "models/box.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let plane_meshes = self.load_gltf(renderer, "models/plane.glb");
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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test_comp.game_objects.push(cube.clone());
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
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@@ -123,7 +107,6 @@ impl TestGame {
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let plane = self.add_game_object(renderer, *plane_meshes.first().unwrap(), 0);
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plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
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self.components.push(Box::new(test_comp));
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println!("Game loaded!");
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}
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@@ -157,8 +140,7 @@ fn main() {
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let mut game = TestGame {
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input: InputState::new("config/input.toml", log_config),
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cam_rotation: Quaternion::one(),
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cam_position: Vector3::new(0.0, 3.0, -10.0),
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player: Player::new(),
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meshes: vec![],
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game_objects: vec![],
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log_config,
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103
src/player.rs
Normal file
103
src/player.rs
Normal file
@@ -0,0 +1,103 @@
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use cgmath::{vec3, One, SquareMatrix, Deg, Rad, Quaternion, Vector3, Matrix4, Rotation, Rotation3, InnerSpace};
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use crate::{
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VulkanRenderer,
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GameObjectHandle,
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input::InputState,
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gameobject::Updatable
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};
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use crate::player::PlayerMovementMode::{FirstPerson, Flying};
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pub struct Camera {
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pub fov_y: f32,
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pub position: Vector3<f32>,
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pub rotation: Quaternion<f32>,
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pub view: Matrix4<f32>,
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pub proj: Matrix4<f32>,
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}
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impl Camera {
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pub fn new() -> Camera {
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Camera {
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fov_y: 45.0,
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position: vec3(0.0, 0.0, 0.0),
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rotation: Quaternion::one(),
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view: Matrix4::identity(),
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proj: Matrix4::identity(),
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}
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}
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pub fn update(&mut self, renderer: &mut VulkanRenderer) {
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self.view = Matrix4::from(self.rotation) * Matrix4::from_translation(self.position);
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self.proj = cgmath::perspective(
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Rad::from(Deg(self.fov_y)),
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renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
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0.1,
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100.0
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);
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self.proj.y.y *= -1.0;
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renderer.game_data.line_push_constants.view = self.view.into();
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renderer.game_data.line_push_constants.projection = self.proj.into();
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}
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pub fn transform_vector(&self, vec: Vector3<f32>) -> Vector3<f32> {
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self.rotation.invert().rotate_vector(vec)
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}
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}
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#[derive(PartialEq)]
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pub enum PlayerMovementMode {
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FirstPerson,
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Flying,
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}
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pub struct Player {
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pub camera: Camera,
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pub movement_mode: PlayerMovementMode,
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pub movement_speed: f32,
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pub look_sensitivity: f32,
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pub height: f32,
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}
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impl Player {
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pub fn new() -> Player {
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Player {
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camera: Camera::new(),
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movement_mode: FirstPerson,
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movement_speed: 3.0,
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look_sensitivity: 10.0,
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height: -1.0,
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}
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}
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}
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impl Updatable for Player {
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fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer) {
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// Rotation
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self.camera.rotation = self.camera.rotation * Quaternion::from_angle_y(Deg(input.get_axis("look_horizontal") * delta_time * self.look_sensitivity));
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self.camera.rotation = Quaternion::from_angle_x(Deg(input.get_axis("look_vertical") * delta_time * self.look_sensitivity)) * self.camera.rotation;
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// Movement
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if self.movement_mode == FirstPerson {
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self.camera.position.y = self.height;
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let mut forward_vector = self.camera.transform_vector(vec3(0.0, 0.0, 1.0));
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forward_vector.y = 0.0;
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forward_vector = forward_vector.normalize();
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self.camera.position += forward_vector * delta_time * input.get_axis("move_forward") * self.movement_speed;
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let right_vector = forward_vector.cross(vec3(0.0, 1.0, 0.0));
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self.camera.position += right_vector * delta_time * input.get_axis("move_sideways") * self.movement_speed;
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} else if self.movement_mode == Flying {
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self.camera.position += self.camera.transform_vector(vec3(
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input.get_axis("move_sideways") * -self.movement_speed,
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0.0,
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input.get_axis("move_forward") * self.movement_speed)) * delta_time;
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}
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// Update
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self.camera.update(renderer);
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}
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}
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