Reduce controls to keyboard-only
Simplicity first!
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parent
24b1a07f28
commit
d47b904905
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@ -1,6 +1,6 @@
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use std::{collections::HashSet, time::Instant};
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use std::{collections::HashSet, time::Instant};
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use glam::{mat4, vec2, vec3, vec4, Mat4, Quat, Vec2, Vec3};
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use glam::{mat4, vec2, vec3, vec4, Mat4, Quat, Vec3};
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use glium::{
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use glium::{
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backend::{glutin::SimpleWindowBuilder, Facade},
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backend::{glutin::SimpleWindowBuilder, Facade},
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glutin::config::ConfigTemplateBuilder,
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glutin::config::ConfigTemplateBuilder,
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@ -29,40 +29,6 @@ struct Vertex {
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}
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}
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implement_vertex!(Vertex, position);
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implement_vertex!(Vertex, position);
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struct DragCtl<S> {
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state: S,
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ctl: Option<(Vec2, S)>,
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}
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impl<S: Copy> DragCtl<S> {
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pub fn new(state: S) -> Self {
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Self { state, ctl: None }
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}
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pub fn state(&self) -> S {
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self.state
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}
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pub fn on_button(&mut self, pos: Vec2, state: ElementState) {
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match state {
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ElementState::Pressed => {
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if self.ctl.is_none() {
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self.ctl = Some((pos, self.state));
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}
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}
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ElementState::Released => {
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self.ctl = None;
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}
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}
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}
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pub fn on_move(&mut self, pos: Vec2, f: impl FnOnce(S, Vec2) -> S) {
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if let Some((old_pos, old_state)) = self.ctl {
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self.state = f(old_state, pos - old_pos);
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}
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}
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}
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struct Wireframe {
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struct Wireframe {
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color: Vec3,
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color: Vec3,
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mode: PrimitiveType,
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mode: PrimitiveType,
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@ -112,6 +78,15 @@ static KEYS_MOVE: &'static [(PhysicalKey, Vec3)] = &[
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(PhysicalKey::Code(KeyCode::ShiftLeft), vec3(0., 0., -1.)),
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(PhysicalKey::Code(KeyCode::ShiftLeft), vec3(0., 0., -1.)),
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];
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];
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static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
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(PhysicalKey::Code(KeyCode::Numpad9), vec3(1., 0., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad7), vec3(-1., 0., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad5), vec3(0., 1., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad8), vec3(0., -1., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad4), vec3(0., 0., 1.)),
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(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
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];
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fn main() {
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fn main() {
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let event_loop = EventLoop::builder().build().unwrap();
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let event_loop = EventLoop::builder().build().unwrap();
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let cfg = ConfigTemplateBuilder::new().with_multisampling(8);
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let cfg = ConfigTemplateBuilder::new().with_multisampling(8);
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@ -129,9 +104,8 @@ 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::ZYX, 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 cam_pos = rot * vec3(-200., 0., 50.);
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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 = rot;
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let mut t1 = Instant::now();
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let mut t1 = Instant::now();
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@ -150,7 +124,13 @@ fn main() {
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.iter()
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.iter()
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.filter_map(|(key, dir)| keys_pressed.contains(key).then_some(dir))
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.filter_map(|(key, dir)| keys_pressed.contains(key).then_some(dir))
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.sum();
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.sum();
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cam_pos += 100. * dt * (cam_rot.state() * v);
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cam_pos += 100. * dt * (cam_rot * v);
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let vroll: Vec3 = KEYS_ROTATE
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.iter()
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.filter_map(|(key, dir)| keys_pressed.contains(key).then_some(dir))
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.sum();
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let vroll = 2. * dt * vroll;
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cam_rot *= Quat::from_euler(glam::EulerRot::XYZ, vroll.x, vroll.y, vroll.z);
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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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@ -165,7 +145,7 @@ fn main() {
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);
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);
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let view = my_to_gl
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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_quat(cam_rot.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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@ -201,28 +181,6 @@ fn main() {
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target.finish().unwrap();
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target.finish().unwrap();
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}
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}
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WindowEvent::MouseInput {
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device_id: _,
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state,
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button,
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} => match button {
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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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WindowEvent::CursorMoved {
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device_id: _,
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position,
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} => {
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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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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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window.request_redraw();
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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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WindowEvent::KeyboardInput {
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WindowEvent::KeyboardInput {
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device_id: _,
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device_id: _,
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event,
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event,
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