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camera
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@ -41,14 +41,13 @@ pub fn run() {
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let assets = Assets::load_all_sync(&display);
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log::info!("init game state");
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let mut state = State::init();
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state.camera.position = [0., 0., 1.];
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state.camera.direction = [0., 0., -1.];
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state.camera.position = [0., 0., -1.];
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log::info!("game loaded");
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//=======================
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let vertex1 = ChunkVertex { position: [-0.5, -0.5, 0.], uv: [0., 0.], normal: [0., 1., 0.] };
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let vertex2 = ChunkVertex { position: [ 0.0, 0.5, 0.], uv: [0., 1.], normal: [0., 1., 0.] };
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let vertex3 = ChunkVertex { position: [ 0.5, -0.25, 0.], uv: [1., 1.], normal: [0., 1., 0.] };
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let vertex3 = ChunkVertex { position: [ 0.5, -0.5, 0.], uv: [1., 1.], normal: [0., 1., 0.] };
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let shape = vec![vertex1, vertex2, vertex3];
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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//=======================
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@ -89,9 +88,7 @@ pub fn run() {
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let dt = (now - last_render).as_secs_f32();
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last_render = now;
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let actions = state.controls.calculate(dt);
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log::trace!("{}", actions.rotation[0]);
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actions.apply_to_camera(&mut state.camera);
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state.controls.calculate(dt).apply_to_camera(&mut state.camera);
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let mut target = display.draw();
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let target_dimensions = target.get_dimensions();
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@ -17,9 +17,9 @@ pub struct Actions {
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impl Actions {
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pub fn apply_to_camera(&self, camera: &mut Camera) {
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//Apply movement
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for v in camera.position.iter_mut().zip(self.movement) {
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*v.0 -= v.1;
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}
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camera.position[0] += self.movement[0];
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camera.position[1] += self.movement[1];
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camera.position[2] += self.movement[2];
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//Apply rotation
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camera.yaw -= self.rotation[0];
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camera.pitch -= self.rotation[1];
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@ -33,6 +33,12 @@ pub struct Controls {
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pub sensitivity: f32,
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}
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impl Controls {
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pub fn lock(&mut self) {
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todo!()
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}
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pub fn unlock(&mut self) {
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todo!()
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}
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pub fn process_mouse_input(&mut self, dx: f64, dy: f64) {
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self.inputs.look_h += dx as f32;
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self.inputs.look_v += dy as f32;
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