Display two not textured triangles in 3D with camera with horizontal rotation
Thanks to `glium/examples/teapot` which was loading an OBJ and not having any rotation for the camera.
This commit is contained in:
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pub struct CameraState {
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aspect_ratio: f32,
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position: (f32, f32, f32),
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direction: (f32, f32, f32),
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moving_up: bool,
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moving_left: bool,
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moving_down: bool,
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moving_right: bool,
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moving_forward: bool,
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moving_backward: bool,
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rotate_left: bool,
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rotate_right: bool,
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}
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impl CameraState {
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pub fn new() -> CameraState {
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CameraState {
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aspect_ratio: 1024.0 / 768.0,
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position: (0.1, 0.1, 1.0),
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// The second coordinate is for the altitude.
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direction: (0.0, 0.0, -1.0),
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moving_up: false,
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moving_left: false,
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moving_down: false,
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moving_right: false,
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moving_forward: false,
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moving_backward: false,
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rotate_left: false,
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rotate_right: false,
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}
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}
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pub fn get_perspective(&self) -> [[f32; 4]; 4] {
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let fov: f32 = 3.141592 / 2.0;
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let zfar = 8000.0;
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let znear = 0.01;
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let f = 1.0 / (fov / 2.0).tan();
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// note: remember that this is column-major, so the lines of code are actually columns
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[
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[f / self.aspect_ratio, 0.0, 0.0, 0.0],
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[0.0, f, 0.0, 0.0],
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[0.0, 0.0, (zfar + znear) / (zfar - znear), 1.0],
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[0.0, 0.0, -(2.0 * zfar * znear) / (zfar - znear), 0.0],
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]
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}
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pub fn get_view(&self) -> [[f32; 4]; 4] {
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let f = {
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let f = self.direction;
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let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
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let len = len.sqrt();
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(f.0 / len, f.1 / len, f.2 / len)
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};
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let up = (0.0, 1.0, 0.0);
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let s = (
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f.1 * up.2 - f.2 * up.1,
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f.2 * up.0 - f.0 * up.2,
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f.0 * up.1 - f.1 * up.0,
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);
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let s_norm = {
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let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
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let len = len.sqrt();
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(s.0 / len, s.1 / len, s.2 / len)
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};
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let u = (
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s_norm.1 * f.2 - s_norm.2 * f.1,
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s_norm.2 * f.0 - s_norm.0 * f.2,
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s_norm.0 * f.1 - s_norm.1 * f.0,
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);
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let p = (
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-self.position.0 * s.0 - self.position.1 * s.1 - self.position.2 * s.2,
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-self.position.0 * u.0 - self.position.1 * u.1 - self.position.2 * u.2,
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-self.position.0 * f.0 - self.position.1 * f.1 - self.position.2 * f.2,
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);
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// note: remember that this is column-major, so the lines of code are actually columns
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[
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[s_norm.0, u.0, f.0, 0.0],
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[s_norm.1, u.1, f.1, 0.0],
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[s_norm.2, u.2, f.2, 0.0],
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[p.0, p.1, p.2, 1.0],
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]
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}
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pub fn update(&mut self) {
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let f = {
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let f = self.direction;
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let len = f.0 * f.0 + f.1 * f.1 + f.2 * f.2;
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let len = len.sqrt();
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(f.0 / len, f.1 / len, f.2 / len)
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};
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let up = (0.0, 1.0, 0.0);
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let s = (
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f.1 * up.2 - f.2 * up.1,
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f.2 * up.0 - f.0 * up.2,
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f.0 * up.1 - f.1 * up.0,
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);
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let s = {
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let len = s.0 * s.0 + s.1 * s.1 + s.2 * s.2;
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let len = len.sqrt();
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(s.0 / len, s.1 / len, s.2 / len)
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};
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let u = (
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s.1 * f.2 - s.2 * f.1,
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s.2 * f.0 - s.0 * f.2,
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s.0 * f.1 - s.1 * f.0,
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);
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if self.moving_up {
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self.position.0 += u.0 * 0.01;
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self.position.1 += u.1 * 0.01;
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self.position.2 += u.2 * 0.01;
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}
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if self.moving_left {
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self.position.0 -= s.0 * 0.01;
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self.position.1 -= s.1 * 0.01;
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self.position.2 -= s.2 * 0.01;
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}
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if self.moving_down {
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self.position.0 -= u.0 * 0.01;
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self.position.1 -= u.1 * 0.01;
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self.position.2 -= u.2 * 0.01;
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}
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if self.moving_right {
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self.position.0 += s.0 * 0.01;
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self.position.1 += s.1 * 0.01;
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self.position.2 += s.2 * 0.01;
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}
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if self.moving_forward {
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self.position.0 += f.0 * 0.01;
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self.position.1 += f.1 * 0.01;
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self.position.2 += f.2 * 0.01;
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}
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if self.moving_backward {
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self.position.0 -= f.0 * 0.01;
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self.position.1 -= f.1 * 0.01;
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self.position.2 -= f.2 * 0.01;
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}
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if self.rotate_left {
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let theta: f32 = -0.1;
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let a_x = self.direction.0;
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let a_y = self.direction.2;
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let cos_theta = theta.cos();
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let sin_theta = theta.sin();
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self.direction.0 = cos_theta * a_x - sin_theta * a_y;
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self.direction.2 = sin_theta * a_x + cos_theta * a_y;
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}
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if self.rotate_right {
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let theta: f32 = 0.1;
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let a_x = self.direction.0;
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let a_y = self.direction.2;
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let cos_theta = theta.cos();
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let sin_theta = theta.sin();
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self.direction.0 = cos_theta * a_x - sin_theta * a_y;
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self.direction.2 = sin_theta * a_x + cos_theta * a_y;
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}
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if self.rotate_left || self.rotate_right {
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let norm = (self.direction.0.powi(2) + self.direction.2.powi(2)).sqrt();
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self.direction.0 /= norm;
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self.direction.1 /= norm;
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}
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}
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pub fn process_input(&mut self, event: &glutin::event::WindowEvent<'_>) {
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let input = match *event {
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glutin::event::WindowEvent::KeyboardInput { input, .. } => input,
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_ => return,
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};
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let pressed = input.state == glutin::event::ElementState::Pressed;
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let key = match input.virtual_keycode {
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Some(key) => key,
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None => return,
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};
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match key {
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glutin::event::VirtualKeyCode::Up => self.moving_up = pressed,
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glutin::event::VirtualKeyCode::Down => self.moving_down = pressed,
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glutin::event::VirtualKeyCode::Q => self.moving_left = pressed,
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glutin::event::VirtualKeyCode::D => self.moving_right = pressed,
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glutin::event::VirtualKeyCode::Z => self.moving_forward = pressed,
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glutin::event::VirtualKeyCode::S => self.moving_backward = pressed,
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glutin::event::VirtualKeyCode::A => self.rotate_left = pressed,
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glutin::event::VirtualKeyCode::E => self.rotate_right = pressed,
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_ => (),
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};
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}
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}
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@@ -0,0 +1,132 @@
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#![allow(dead_code)]
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use glium::glutin::event::{Event, StartCause};
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use glium::glutin::event_loop::{ControlFlow, EventLoop};
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use glium::vertex::VertexBufferAny;
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use glium::{self, Display};
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use std::time::{Duration, Instant};
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pub mod camera;
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pub enum Action {
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Stop,
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Continue,
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}
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pub fn start_loop<F>(event_loop: EventLoop<()>, mut callback: F) -> !
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where
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F: 'static + FnMut(&Vec<Event<'_, ()>>) -> Action,
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{
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let mut events_buffer = Vec::new();
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let mut next_frame_time = Instant::now();
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event_loop.run(move |event, _, control_flow| {
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let run_callback = match event.to_static() {
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Some(Event::NewEvents(cause)) => match cause {
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StartCause::ResumeTimeReached { .. } | StartCause::Init => true,
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_ => false,
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},
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Some(event) => {
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events_buffer.push(event);
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false
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}
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None => {
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// Ignore this event.
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false
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}
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};
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let action = if run_callback {
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let action = callback(&events_buffer);
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next_frame_time = Instant::now() + Duration::from_nanos(16666667);
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// TODO: Add back the old accumulator loop in some way
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events_buffer.clear();
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action
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} else {
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Action::Continue
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};
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match action {
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Action::Continue => {
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*control_flow = ControlFlow::WaitUntil(next_frame_time);
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}
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Action::Stop => *control_flow = ControlFlow::Exit,
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}
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})
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}
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/// Returns a vertex buffer that should be rendered as `TrianglesList`.
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pub fn load_ground(display: &Display) -> VertexBufferAny {
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#[derive(Copy, Clone)]
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struct Vertex {
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position: [f32; 3],
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normal: [f32; 3],
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texture: [f32; 2],
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}
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implement_vertex!(Vertex, position, normal, texture);
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let mut vertex_data = Vec::new();
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vertex_data.push(Vertex {
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position: [0.0, 0.0, 0.0],
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normal: [0.0, 0.0, 1.0],
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texture: [0.0, 0.0],
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});
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vertex_data.push(Vertex {
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position: [1.0, 0.0, 0.0],
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normal: [0.0, 0.0, 1.0],
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texture: [0.0, 0.0],
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});
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vertex_data.push(Vertex {
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position: [0.0, 0.0, 1.0],
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normal: [0.0, 0.0, 1.0],
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texture: [0.0, 0.0],
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});
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vertex_data.push(Vertex {
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position: [1.0, 0.0, 0.0],
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normal: [0.0, 0.0, 1.0],
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texture: [0.0, 0.0],
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});
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vertex_data.push(Vertex {
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position: [0.0, 0.0, 1.0],
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normal: [0.0, 0.0, 1.0],
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texture: [0.0, 0.0],
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});
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vertex_data.push(Vertex {
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position: [1.0, 0.0, 1.0],
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normal: [0.0, 0.0, 1.0],
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texture: [0.0, 0.0],
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});
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/*for object in data.objects.iter() {
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for polygon in object.groups.iter().flat_map(|g| g.polys.iter()) {
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match polygon {
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obj::SimplePolygon(indices) => {
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for v in indices.iter() {
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let position = data.position[v.0];
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let texture = v.1.map(|index| data.texture[index]);
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let normal = v.2.map(|index| data.normal[index]);
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let texture = texture.unwrap_or([0.0, 0.0]);
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let normal = normal.unwrap_or([0.0, 0.0, 0.0]);
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vertex_data.push(Vertex {
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position,
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normal,
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texture,
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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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glium::vertex::VertexBuffer::new(display, &vertex_data)
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.unwrap()
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.into()
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}
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