forked from StrafesNET/strafe-client
moving camera
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aea9c5aa79
commit
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110
src/main.rs
110
src/main.rs
@ -7,7 +7,7 @@
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// notice may not be copied, modified, or distributed except
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// according to those terms.
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use cgmath::{Matrix3, Matrix4, Point3, Rad, Vector3};
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use cgmath::{Matrix3, Matrix4, Point3, Rad, Vector3, Transform,Rotation, Quaternion};
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use strafe_client::{Normal, Position, INDICES, NORMALS, POSITIONS};
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use std::{sync::Arc, time::Instant};
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use vulkano::{
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@ -50,11 +50,48 @@ use vulkano::{
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};
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use vulkano_win::VkSurfaceBuild;
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use winit::{
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event::{Event, WindowEvent},
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event::{ElementState,KeyboardInput,VirtualKeyCode,Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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//const CONTROL_JUMP:u32 = 0b01000000;
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//const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:Vector3<i8> = Vector3::new(0,0,-1);
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const RIGHT_DIR:Vector3<i8> = Vector3::new(1,0,0);
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const UP_DIR:Vector3<i8> = Vector3::new(0,1,0);
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fn get_control_dir(controls: u32) -> Vector3<f64>{
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//don't get fancy just do it
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let mut control_dir:Vector3<i8> = Vector3::new(0,0,0);
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if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
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control_dir+=FORWARD_DIR;
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}
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if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
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control_dir+=-FORWARD_DIR;
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}
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if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
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control_dir+=-RIGHT_DIR;
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}
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if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
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control_dir+=RIGHT_DIR;
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}
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if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
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control_dir+=UP_DIR;
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}
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if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
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control_dir+=-UP_DIR;
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}
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return control_dir.cast().unwrap()
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}
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fn main() {
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// The start of this example is exactly the same as `triangle`. You should read the `triangle`
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// example if you haven't done so yet.
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@ -245,6 +282,13 @@ fn main() {
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let command_buffer_allocator =
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StandardCommandBufferAllocator::new(device.clone(), Default::default());
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let mut time = Instant::now();
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//polution
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let mut pos = Vector3::new(0.0,0.0,0.0);
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let mut orientation = Quaternion::new(1.0,0.0,0.0,0.0);
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let mut controls:u32 = 0;
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let fly_speed = 0.05;
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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@ -259,7 +303,55 @@ fn main() {
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} => {
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recreate_swapchain = true;
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}
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Event::RedrawEventsCleared => {
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Event::WindowEvent {
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event:
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state,
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virtual_keycode: Some(keycode),
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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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match (state,keycode) {
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(k,VirtualKeyCode::W) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEFORWARD,
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ElementState::Released => controls&=!CONTROL_MOVEFORWARD,
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}
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(k,VirtualKeyCode::A) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVELEFT,
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ElementState::Released => controls&=!CONTROL_MOVELEFT,
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}
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(k,VirtualKeyCode::S) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEBACK,
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ElementState::Released => controls&=!CONTROL_MOVEBACK,
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}
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(k,VirtualKeyCode::D) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVERIGHT,
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ElementState::Released => controls&=!CONTROL_MOVERIGHT,
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}
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(k,VirtualKeyCode::E) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEUP,
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ElementState::Released => controls&=!CONTROL_MOVEUP,
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}
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(k,VirtualKeyCode::Q) => match k {
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ElementState::Pressed => controls|=CONTROL_MOVEDOWN,
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ElementState::Released => controls&=!CONTROL_MOVEDOWN,
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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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let time_now = Instant::now();
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let dt = (time_now-time).as_secs_f64();
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if dt > 1.0 / 60.0 {
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time = time_now;
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pos += orientation.rotate_vector(get_control_dir(controls))*fly_speed;
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let window = surface.object().unwrap().downcast_ref::<Window>().unwrap();
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let dimensions = window.inner_size();
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if dimensions.width == 0 || dimensions.height == 0 {
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@ -308,16 +400,12 @@ fn main() {
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0.01,
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100.0,
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);
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let view = Matrix4::look_at_rh(
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Point3::new(0.3, 0.3, 1.0),
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Point3::new(0.0, 0.0, 0.0),
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Vector3::new(0.0, -1.0, 0.0),
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);
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let scale = Matrix4::from_scale(0.01);
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let view = Matrix4::from_translation(pos)+Matrix4::from(orientation);
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let scale = Matrix4::from_scale(-0.01);
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let uniform_data = vs::Data {
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world: Matrix4::from(rotation).into(),
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view: (view * scale).into(),
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view: (view * scale).cast::<f32>().unwrap().into(),
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proj: proj.into(),
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};
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@ -410,8 +498,6 @@ fn main() {
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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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