mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-10 01:28:41 -06:00
controls
This commit is contained in:
parent
2056170f34
commit
a91834a65c
86
src/game.rs
86
src/game.rs
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@ -1,18 +1,34 @@
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use glium::{Surface, uniform};
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use glium::{Surface, uniform};
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use glium::glutin::{
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use glium::glutin::{
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event::{Event, WindowEvent, VirtualKeyCode},
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event::{Event, WindowEvent, DeviceEvent, VirtualKeyCode},
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event_loop::{EventLoop, ControlFlow},
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event_loop::{EventLoop, ControlFlow},
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};
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};
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use std::time::Instant;
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mod assets;
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mod assets;
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mod display;
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mod display;
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mod shaders;
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mod shaders;
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mod camera;
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mod camera;
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mod controller;
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use assets::Assets;
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use assets::Assets;
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use display::init_display;
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use display::init_display;
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use shaders::{Programs, chunk::Vertex as ChunkVertex};
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use shaders::{Programs, chunk::Vertex as ChunkVertex};
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use camera::Camera;
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use camera::Camera;
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use controller::Controls;
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struct State {
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pub camera: Camera,
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pub controls: Controls,
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}
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impl State {
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pub fn init() -> Self {
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Self {
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camera: Camera::default(),
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controls: Controls::default(),
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}
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}
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}
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pub fn run() {
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pub fn run() {
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log::info!("starting up");
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log::info!("starting up");
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@ -23,8 +39,8 @@ pub fn run() {
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let programs = Programs::compile_all(&display);
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let programs = Programs::compile_all(&display);
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log::info!("loading assets");
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log::info!("loading assets");
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let assets = Assets::load_all_sync(&display);
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let assets = Assets::load_all_sync(&display);
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log::info!("init camera");
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log::info!("init game state");
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let mut camera = Camera::default();
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let mut state = State::init();
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log::info!("game loaded");
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log::info!("game loaded");
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//=======================
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//=======================
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@ -35,56 +51,42 @@ pub fn run() {
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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//=======================
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//=======================
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event_loop.run(move |ev, _, control_flow| {
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let mut last_render = Instant::now();
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#[allow(clippy::single_match, clippy::collapsible_match)]
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match ev {
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event_loop.run(move |event, _, control_flow| {
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Event::WindowEvent { event, .. } => match event {
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*control_flow = ControlFlow::Poll;
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match event {
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Event::MainEventsCleared => (),
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Event::DeviceEvent {
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event: DeviceEvent::MouseMotion{ delta, },
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..
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} => {
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state.controls.process_mouse_input(delta.0, delta.1);
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}
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Event::WindowEvent { event, .. } => {
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match event {
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WindowEvent::CloseRequested => {
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WindowEvent::CloseRequested => {
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log::info!("exit requested");
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log::info!("exit requested");
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*control_flow = ControlFlow::Exit;
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*control_flow = ControlFlow::Exit;
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return
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return
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},
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},
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WindowEvent::KeyboardInput { input, .. } => {
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_ => return
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match input.virtual_keycode {
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Some(VirtualKeyCode::Up) => {
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camera.pitch += 0.01;
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}
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}
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Some(VirtualKeyCode::Down) => {
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camera.pitch -= 0.01;
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}
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Some(VirtualKeyCode::Right) => {
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camera.yaw -= 0.01;
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}
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Some(VirtualKeyCode::Left) => {
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camera.yaw += 0.01;
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}
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Some(VirtualKeyCode::W) => {
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camera.position[2] += 0.01;
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}
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Some(VirtualKeyCode::S) => {
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camera.position[2] -= 0.01;
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}
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Some(VirtualKeyCode::A) => {
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camera.position[0] -= 0.01;
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}
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Some(VirtualKeyCode::D) => {
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camera.position[0] += 0.01;
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}
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_ => ()
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}
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}
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_ => ()
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},
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},
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_ => ()
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_ => return
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}
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}
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let now = Instant::now();
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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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actions.apply_to_camera(&mut state.camera);
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let mut target = display.draw();
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let mut target = display.draw();
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let target_dimensions = target.get_dimensions();
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let target_dimensions = target.get_dimensions();
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camera.update_direction();
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let perspective = state.camera.perspective_matrix(target_dimensions);
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let perspective = camera.perspective_matrix(target_dimensions);
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let view = state.camera.view_matrix();
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let view = camera.view_matrix();
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.draw(
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target.draw(
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&vertex_buffer,
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&vertex_buffer,
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89
src/game/controller.rs
Normal file
89
src/game/controller.rs
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@ -0,0 +1,89 @@
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use glium::glutin::event::{VirtualKeyCode, ElementState};
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use crate::game::camera::Camera;
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#[derive(Default, Clone, Copy)]
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pub struct InputAmounts {
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move_x: f32,
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move_y: f32,
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move_z: f32,
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look_h: f32,
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look_v: f32,
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}
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pub struct Actions {
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movement: [f32; 3],
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rotation: [f32; 2],
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}
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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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//Apply rotation
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camera.yaw += self.rotation[0];
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camera.pitch += self.rotation[1];
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camera.update_direction();
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}
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}
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pub struct Controls {
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inputs: InputAmounts,
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pub speed: f32,
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pub sensitivity: f32,
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}
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impl Controls {
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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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}
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pub fn process_keyboard_input(&mut self, key: VirtualKeyCode, state: ElementState) {
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if state != ElementState::Pressed { return }
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match key {
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.inputs.move_z += 1.;
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.inputs.move_z -= 1.;
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.inputs.move_x -= 1.;
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.inputs.move_x += 1.;
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}
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VirtualKeyCode::Space => {
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self.inputs.move_y += 1.;
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}
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VirtualKeyCode::LShift => {
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self.inputs.move_y -= 1.;
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}
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_ => ()
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}
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}
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pub fn calculate(&mut self, dt: f32) -> Actions {
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let mut movement = {
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let magnitude = (self.inputs.move_x.powi(2) + self.inputs.move_y.powi(2) + self.inputs.move_z.powi(2)).sqrt();
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[
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dt * self.speed * (self.inputs.move_x / magnitude),
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dt * self.speed * (self.inputs.move_y / magnitude),
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dt * self.speed * (self.inputs.move_z / magnitude)
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]
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};
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let rotation = [
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dt * self.inputs.look_h * self.sensitivity,
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dt * self.inputs.look_v * self.sensitivity
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];
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self.inputs = Default::default();
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Actions { movement, rotation }
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}
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}
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impl Default for Controls {
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fn default() -> Self {
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Self {
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inputs: Default::default(),
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speed: 1.,
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sensitivity: 1.,
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}
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}
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}
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@ -7,7 +7,8 @@ use glium::glutin::{
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};
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};
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pub fn init_display(event_loop: &EventLoop<()>) -> Display {
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pub fn init_display(event_loop: &EventLoop<()>) -> Display {
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let wb = WindowBuilder::new();
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let wb = WindowBuilder::new()
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.with_maximized(true);
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let cb = ContextBuilder::new()
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let cb = ContextBuilder::new()
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.with_depth_buffer(24)
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.with_depth_buffer(24)
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.with_gl_profile(GlProfile::Core);
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.with_gl_profile(GlProfile::Core);
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@ -7,7 +7,7 @@ use std::io::Write;
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pub fn init() {
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pub fn init() {
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let mut env = Env::default();
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let mut env = Env::default();
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if cfg!(debug_assertions) {
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if cfg!(debug_assertions) {
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env = env.filter_or("RUST_LOG", "info");
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env = env.filter_or("RUST_LOG", "trace");
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}
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}
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Builder::from_env(env)
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Builder::from_env(env)
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.format(|buf, record| {
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.format(|buf, record| {
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