Basic camera movement
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@ -75,6 +75,7 @@ fn main() {
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let vertex_buffer = VertexBuffer::new(&display, &shape).unwrap();
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let vertex_buffer = VertexBuffer::new(&display, &shape).unwrap();
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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 = DragCtl::new(Vec3::ZERO);
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let mut cam_rot = DragCtl::new(Quat::IDENTITY);
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let mut cam_rot = DragCtl::new(Quat::IDENTITY);
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#[allow(deprecated)]
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#[allow(deprecated)]
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@ -87,7 +88,8 @@ fn main() {
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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());
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let view =
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Mat4::from_quat(cam_rot.state()) * Mat4::from_translation(cam_pos.state());
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let mut target = display.draw();
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 0.2, 1.0);
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target.clear_color(0.0, 0.0, 0.2, 1.0);
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@ -114,7 +116,8 @@ fn main() {
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state,
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state,
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button,
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button,
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} => match button {
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} => match button {
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winit::event::MouseButton::Left => cam_rot.on_button(cur_pos, state),
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winit::event::MouseButton::Left => cam_pos.on_button(cur_pos, state),
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winit::event::MouseButton::Right => cam_rot.on_button(cur_pos, state),
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_ => {}
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_ => {}
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},
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},
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@ -124,10 +127,14 @@ fn main() {
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} => {
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} => {
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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);
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let size = vec2(size.width as f32, size.height as f32);
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cur_pos = vec2(position.x as f32, position.y as f32) / size;
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cur_pos = vec2(position.x as f32, position.y as f32) / size.length();
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cam_pos.on_move(cur_pos, |init, off| {
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window.request_redraw();
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init + 4. * (cam_rot.state().inverse() * vec3(off.x, -off.y, 0.))
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});
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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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Quat::from_euler(glam::EulerRot::YXZ, off.x, off.y, 0.) * init
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Quat::from_euler(glam::EulerRot::YXZ, 5. * off.x, 5. * off.y, 0.) * init
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});
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});
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}
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}
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