use Mat4 in place of Affine3A
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parent
7effceff03
commit
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14
src/main.rs
14
src/main.rs
@ -19,13 +19,13 @@ struct Entity {
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//temp?
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//temp?
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struct ModelData {
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struct ModelData {
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transform: glam::Affine3A,
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transform: glam::Mat4,
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vertex_buf: wgpu::Buffer,
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vertex_buf: wgpu::Buffer,
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entities: Vec<Entity>,
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entities: Vec<Entity>,
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}
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}
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struct Model {
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struct Model {
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transform: glam::Affine3A,
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transform: glam::Mat4,
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vertex_buf: wgpu::Buffer,
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vertex_buf: wgpu::Buffer,
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entities: Vec<Entity>,
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entities: Vec<Entity>,
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bind_group: wgpu::BindGroup,
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bind_group: wgpu::BindGroup,
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@ -159,9 +159,9 @@ impl Skybox {
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}
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}
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}
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}
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fn get_transform_uniform_data(transform:&glam::Affine3A) -> [f32; 4*4] {
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fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] {
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let mut raw = [0f32; 4*4];
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let mut raw = [0f32; 4*4];
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raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(*transform))[..]);
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raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]);
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raw
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raw
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}
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}
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@ -208,7 +208,7 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
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usage: wgpu::BufferUsages::VERTEX,
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usage: wgpu::BufferUsages::VERTEX,
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});
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});
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modeldatas.push(ModelData {
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modeldatas.push(ModelData {
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transform: glam::Affine3A::default(),
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transform: glam::Mat4::default(),
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vertex_buf,
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vertex_buf,
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entities,
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entities,
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})
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})
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@ -233,8 +233,8 @@ impl strafe_client::framework::Example for Skybox {
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add_obj(device,& mut modeldatas,include_bytes!("../models/suzanne.obj"));
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add_obj(device,& mut modeldatas,include_bytes!("../models/suzanne.obj"));
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add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
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add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
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println!("models.len = {:?}", modeldatas.len());
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println!("models.len = {:?}", modeldatas.len());
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modeldatas[1].transform=glam::Affine3A::from_translation(glam::vec3(10.,5.,10.));
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modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
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modeldatas[2].transform=glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.));
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modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
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let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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label: None,
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