bsp_loader: generate prop matrix with euler angles
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@ -93,19 +93,23 @@ pub fn convert<'a>(
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//declare all prop models to Loader
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let mut prop_models=bsp.static_props().map(|prop|{
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const DEG_TO_RAD:f32=std::f32::consts::TAU/360.0;
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//get or create mesh_id
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let mesh_id=mesh_deferred_loader.acquire_mesh_id(prop.model());
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let placement=prop.as_prop_placement();
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model::Model{
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mesh:mesh_id,
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attributes:ATTRIBUTE_DECORATION,
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transform:integer::Planar64Affine3::new(
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integer::mat3::try_from_f32_array_2d((
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glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
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integer::mat3::try_from_f32_array_2d(
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//TODO: figure this out
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*glam::Mat3A::from_quat(glam::Quat::from_array(placement.rotation.into()))
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).to_cols_array_2d()).unwrap(),
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valve_transform(placement.origin.into()),
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glam::Mat3A::from_euler(
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glam::EulerRot::XYZ,
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prop.angles.pitch*DEG_TO_RAD,
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prop.angles.yaw*DEG_TO_RAD,
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prop.angles.roll*DEG_TO_RAD
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).to_cols_array_2d()
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).unwrap(),
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valve_transform(prop.origin.into()),
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),
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color:glam::Vec4::ONE,
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}
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