make use of into
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19
src/bsp.rs
19
src/bsp.rs
@ -35,14 +35,9 @@ where
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integer::Planar64Mat3::try_from(
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glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
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//TODO: figure this out
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*glam::Mat3A::from_quat(glam::Quat::from_xyzw(
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placement.rotation.v.x,//b
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placement.rotation.v.y,//c
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placement.rotation.v.z,//d
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placement.rotation.s,//a
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))
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*glam::Mat3A::from_quat(glam::Quat::from_array(placement.rotation.into()))
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).unwrap(),
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valve_transform(<[f32;3]>::from(placement.origin)),
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valve_transform(placement.origin.into()),
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),
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color:glam::Vec4::ONE,
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}
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@ -76,9 +71,9 @@ where
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//normal
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let normal=face.normal();
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let normal_idx=spam_normal.len() as u32;
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spam_normal.push(valve_transform(<[f32;3]>::from(normal)));
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spam_normal.push(valve_transform(normal.into()));
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let mut polygon_iter=face.vertex_positions().map(|vertex_position|{
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let vertex_xyz=<[f32;3]>::from(vertex_position);
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let vertex_xyz=vertex_position.into();
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let pos_idx=spam_pos.len();
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spam_pos.push(valve_transform(vertex_xyz));
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@ -130,7 +125,7 @@ where
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attributes:TEMP_TOUCH_ME_ATTRIBUTE,
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transform:integer::Planar64Affine3::new(
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integer::Planar64Mat3::default(),
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valve_transform(<[f32;3]>::from(world_model.origin))
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valve_transform(world_model.origin.into())
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),
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color:glam::Vec4::ONE,
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},
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@ -256,8 +251,8 @@ where
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let mut spam_tex=Vec::with_capacity(model.vertices().len());
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let mut spam_vertices=Vec::with_capacity(model.vertices().len());
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for (i,vertex) in model.vertices().iter().enumerate(){
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spam_pos.push(valve_transform(<[f32;3]>::from(vertex.position)));
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spam_normal.push(valve_transform(<[f32;3]>::from(vertex.normal)));
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spam_pos.push(valve_transform(vertex.position.into()));
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spam_normal.push(valve_transform(vertex.normal.into()));
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spam_tex.push(glam::Vec2::from_array(vertex.texture_coordinates));
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spam_vertices.push(model::IndexedVertex{
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pos:model::PositionId::new(i as u32),
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