yeet
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@@ -172,7 +172,7 @@ impl TestGame {
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}
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}
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}
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}
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pub fn print_quat_as_euler(quat: Quaternion<f32>) {
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pub fn _print_quat_as_euler(quat: Quaternion<f32>) {
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let euler = Euler::from(quat);
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let euler = Euler::from(quat);
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print!("({:?},{:?},{:?})", Deg::from(euler.x), Deg::from(euler.y), Deg::from(euler.z));
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print!("({:?},{:?},{:?})", Deg::from(euler.x), Deg::from(euler.y), Deg::from(euler.z));
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}
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}
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@@ -83,7 +83,7 @@ impl Camera {
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self.rotation.invert().rotate_vector(vec)
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self.rotation.invert().rotate_vector(vec)
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}
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}
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pub fn world_to_local(&self, vec:Vector3<f32>) -> Vector3<f32> {
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pub fn _world_to_local(&self, vec:Vector3<f32>) -> Vector3<f32> {
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self.rotation.rotate_vector(vec)
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self.rotation.rotate_vector(vec)
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}
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}
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}
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}
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@@ -253,7 +253,7 @@ impl VulkanRenderer {
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let pipelines: Vec<Box<dyn Drawcall>> = vec![
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let pipelines: Vec<Box<dyn Drawcall>> = vec![
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Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
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Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
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// Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())),
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Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())),
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];
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];
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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@@ -352,7 +352,7 @@ impl VulkanRenderer {
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self.pipelines = vec![
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self.pipelines = vec![
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Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
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Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
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// Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
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Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
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];
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];
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self.swapchain = new_swapchain;
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self.swapchain = new_swapchain;
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@@ -40,7 +40,7 @@ pub struct DefaultShader {
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pipeline: GP,
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pipeline: GP,
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}
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}
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fn shader_module_from_file(device: Arc<Device>, path: &str) -> Arc<ShaderModule> {
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fn _shader_module_from_file(device: Arc<Device>, path: &str) -> Arc<ShaderModule> {
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let mut file = std::fs::File::open(path).unwrap();
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let mut file = std::fs::File::open(path).unwrap();
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let mut buffer = vec![];
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let mut buffer = vec![];
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file.read_to_end(&mut buffer).unwrap();
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file.read_to_end(&mut buffer).unwrap();
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