Change the coordinate system
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37192cfd06
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a0bfa246ec
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@ -18,6 +18,11 @@ use winit::{
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mod scene;
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mod scene;
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// The coordinate system:
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// * X: forward
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// * Y: left
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// * Z: up
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#[derive(Copy, Clone)]
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#[derive(Copy, Clone)]
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struct Vertex {
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struct Vertex {
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position: [f32; 3],
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position: [f32; 3],
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@ -114,9 +119,9 @@ fn main() {
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let scene = prepare_scene(&display);
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let scene = prepare_scene(&display);
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let rot = Quat::from_euler(glam::EulerRot::YXZ, std::f32::consts::FRAC_PI_4, 0., 0.);
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let rot = Quat::from_euler(glam::EulerRot::ZYX, std::f32::consts::FRAC_PI_4, 0., 0.);
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let mut cur_pos = vec2(0., 0.);
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let mut cur_pos = vec2(0., 0.);
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let mut cam_pos = rot * vec3(0., 1., -4.);
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let mut cam_pos = rot * vec3(-200., 0., 50.);
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let mut cam_rot = DragCtl::new(rot);
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let mut cam_rot = DragCtl::new(rot);
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let mut t1 = Instant::now();
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let mut t1 = Instant::now();
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@ -141,25 +146,33 @@ fn main() {
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let ctl_down =
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let ctl_down =
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keys_pressed.contains(&PhysicalKey::Code(KeyCode::ShiftLeft));
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keys_pressed.contains(&PhysicalKey::Code(KeyCode::ShiftLeft));
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[
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[
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(ctl_left, vec3(-1., 0., 0.)),
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(ctl_left, vec3(0., 1., 0.)),
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(ctl_right, vec3(1., 0., 0.)),
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(ctl_right, vec3(0., -1., 0.)),
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(ctl_fwd, vec3(0., 0., 1.)),
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(ctl_fwd, vec3(1., 0., 0.)),
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(ctl_bwd, vec3(0., 0., -1.)),
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(ctl_bwd, vec3(-1., 0., 0.)),
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(ctl_up, vec3(0., 1., 0.)),
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(ctl_up, vec3(0., 0., 1.)),
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(ctl_down, vec3(0., -1., 0.)),
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(ctl_down, vec3(0., 0., -1.)),
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]
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]
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.into_iter()
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.into_iter()
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.filter_map(|(ctl, dir)| ctl.then_some(dir))
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.filter_map(|(ctl, dir)| ctl.then_some(dir))
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.sum()
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.sum()
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};
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};
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cam_pos += 5. * dt * (cam_rot.state() * v);
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cam_pos += 100. * dt * (cam_rot.state() * v);
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let size = window.inner_size();
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let size = window.inner_size();
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let size = vec2(size.width as f32, size.height as f32).normalize()
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let size = vec2(size.width as f32, size.height as f32).normalize()
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* std::f32::consts::SQRT_2;
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* std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (0.125, 1024.125));
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (0.125, 1024.125));
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let view = Mat4::from_quat(cam_rot.state().inverse())
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let my_to_gl = mat4(
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vec4(0., 0., 1., 0.),
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vec4(-1., 0., 0., 0.),
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vec4(0., 1., 0., 0.),
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vec4(0., 0., 0., 1.),
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);
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let view = my_to_gl
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* Mat4::from_quat(cam_rot.state().inverse())
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* Mat4::from_translation(-cam_pos);
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* Mat4::from_translation(-cam_pos);
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let mut target = display.draw();
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let mut target = display.draw();
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@ -213,7 +226,7 @@ fn main() {
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cur_pos = vec2(position.x as f32, position.y as f32) / size.length();
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cur_pos = vec2(position.x as f32, position.y as f32) / size.length();
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cam_rot.on_move(cur_pos, |init, off| {
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cam_rot.on_move(cur_pos, |init, off| {
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window.request_redraw();
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window.request_redraw();
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init * Quat::from_euler(glam::EulerRot::YXZ, -2. * off.x, -2. * off.y, 0.)
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init * Quat::from_euler(glam::EulerRot::ZYX, 2. * off.x, -2. * off.y, 0.)
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});
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});
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}
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}
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