Modules and stuff
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79
src/vulkan/gameobject.rs
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79
src/vulkan/gameobject.rs
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use std::sync::Arc;
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use cgmath::{Deg, Euler, Matrix4, Quaternion, Vector3};
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use crate::input::InputState;
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use crate::vulkan::{RendererDescriptorSets, TextureHandle};
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use crate::vulkan::{MeshHandle, VulkanRenderer};
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#[derive(Clone)]
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pub struct GameObject {
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pub mesh_index: usize,
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pub texture_index: TextureHandle,
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pub normal_map_index: TextureHandle,
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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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pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>
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}
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impl GameObject {
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pub fn new(mesh: MeshHandle) -> GameObject {
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GameObject { mesh_index: mesh.index, texture_index: mesh.diffuse_handle, normal_map_index: mesh.normal_handle, 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), children: vec![],
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descriptor_sets: 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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self.position.x = x;
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self.position.y = y;
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self.position.z = z;
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}
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pub fn _set_scale(&mut self, x: f32, y: f32, z: f32) {
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self.scale.x = x;
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self.scale.y = y;
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self.scale.z = z;
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}
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pub fn _set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) {
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self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z)));
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}
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pub fn _translate(&mut self, x: f32, y: f32, z: f32) {
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self.position.x += x;
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self.position.y += y;
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self.position.z += z;
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}
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pub fn _rotate(&mut self, x: f32, y: f32, z: f32) {
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self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
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}
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pub fn get_model_matrix(&self) -> Matrix4<f32> {
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let translation = Matrix4::from_translation(self.position);
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let rotation: Matrix4<f32> = self.rotation.into();
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let scale = Matrix4::from_nonuniform_scale(self.scale.x, self.scale.y, self.scale.z);
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translation * rotation * scale
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct GameObjectHandle {
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pub object_index: usize
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}
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impl GameObjectHandle {
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pub fn get_game_object<'a>(&self, renderer: &'a VulkanRenderer) -> Option<&'a GameObject> {
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renderer.game_data.game_objects.get(self.object_index)
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}
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pub fn get_game_object_mut<'a>(&mut self, renderer: &'a mut VulkanRenderer) -> Option<&'a mut GameObject> {
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renderer.game_data.game_objects.get_mut(self.object_index)
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}
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}
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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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}
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