Add helper methods to Transform
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432c54004e
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1bdf51a56b
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@ -3,6 +3,7 @@ mod render;
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mod input_event;
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mod input_event;
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mod resources;
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mod resources;
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mod ecs;
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mod ecs;
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mod math;
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use ecs::components::model_2d::Model2dComponent;
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use ecs::components::model_2d::Model2dComponent;
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@ -0,0 +1,36 @@
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use std::f32::consts::PI;
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/// Convert degrees to radians
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pub fn degrees_to_radians(degrees: f32) -> f32 {
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degrees * PI / 180.0
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}
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/// Convert radians to degrees
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pub fn radians_to_degrees(radians: f32) -> f32 {
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radians * 180.0 / PI
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}
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pub enum Angle {
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Degrees(f32),
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Radians(f32),
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}
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impl Angle {
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/// Converts Angle to radians.
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/// (conversion is only done if the Angle is in degrees).
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pub fn to_radians(&self) -> f32 {
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match *self {
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Self::Degrees(d) => degrees_to_radians(d),
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Self::Radians(r) => r,
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}
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}
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/// Converts Angle to degrees.
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/// (conversion is only done if the Angle is in radians).
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pub fn to_degrees(&self) -> f32 {
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match *self {
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Self::Degrees(d) => d,
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Self::Radians(r) => radians_to_degrees(r),
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}
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}
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}
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@ -0,0 +1,5 @@
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/// Re-export of glam library
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pub use glam::*;
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pub mod angle;
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pub use angle::*;
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@ -1,19 +1,24 @@
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use hecs::Entity;
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use hecs::Entity;
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use super::{mesh::Mesh, material::Material};
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use super::{mesh::Mesh, material::Material, transform::Transform};
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pub struct RenderJob {
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pub struct RenderJob {
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mesh: Mesh,
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mesh: Mesh,
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material: Material,
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material: Material,
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entity: Entity,
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entity: Entity,
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pub transform: Option<Transform>,
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pub last_transform: Option<Transform>, // TODO: render interpolation
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}
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}
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impl RenderJob {
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impl RenderJob {
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pub fn new(mesh: Mesh, material: Material, entity: Entity) -> Self {
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pub fn new(mesh: Mesh, material: Material, entity: Entity, transform: Option<Transform>, last_transform: Option<Transform>) -> Self {
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Self {
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Self {
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mesh,
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mesh,
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material,
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material,
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entity,
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entity,
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transform,
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last_transform,
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}
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}
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}
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}
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@ -6,6 +6,7 @@ use std::borrow::Cow;
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use async_std::sync::Mutex;
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use async_std::sync::Mutex;
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use async_trait::async_trait;
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use async_trait::async_trait;
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use tracing::debug;
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use wgpu::{BindGroup, BindGroupLayout};
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use wgpu::{BindGroup, BindGroupLayout};
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use wgpu::util::DeviceExt;
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use wgpu::util::DeviceExt;
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use winit::window::Window;
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use winit::window::Window;
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@ -55,7 +56,6 @@ pub struct BasicRenderer {
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buffer_storage: HashMap<Entity, RenderBufferStorage>, // TODO: clean up left over buffers from deleted entities/components
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buffer_storage: HashMap<Entity, RenderBufferStorage>, // TODO: clean up left over buffers from deleted entities/components
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transform_uniform: Transform,
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transform_bind_group: wgpu::BindGroup,
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transform_bind_group: wgpu::BindGroup,
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transform_buffer: wgpu::Buffer,
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transform_buffer: wgpu::Buffer,
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}
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}
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@ -115,10 +115,6 @@ impl BasicRenderer {
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};
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};
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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/* let diffuse_bytes = include_bytes!("../../res/happy-tree.png");
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let diffuse_texture = RenderTexture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap(); */
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let texture_bind_group_layout =
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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entries: &[
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@ -144,52 +140,16 @@ impl BasicRenderer {
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label: Some("texture_bind_group_layout"),
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label: Some("texture_bind_group_layout"),
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});
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});
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let transform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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/* let diffuse_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(diffuse_texture.view()),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(diffuse_texture.sampler()),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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); */
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let shader_src = resources::load_string("shader/base_2d.wgsl").await.expect("Failed to load shader!");
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let shader_src = resources::load_string("shader/base_2d.wgsl").await.expect("Failed to load shader!");
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(&shader_src)),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(&shader_src)),
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});
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});
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let transform_uniform = Transform::new();
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let transform_buffer = device.create_buffer_init(
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let transform_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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label: Some("Transform Buffer"),
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contents: bytemuck::cast_slice(&[transform_uniform]),
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contents: bytemuck::cast_slice(&[Transform::new()]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}
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}
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);
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);
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@ -221,8 +181,6 @@ impl BasicRenderer {
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label: Some("transform_bind_group"),
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label: Some("transform_bind_group"),
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});
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});
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let mut pipelines = HashMap::new();
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let mut pipelines = HashMap::new();
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pipelines.insert(0, Arc::new(FullRenderPipeline::new(&device, &config, &shader,
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pipelines.insert(0, Arc::new(FullRenderPipeline::new(&device, &config, &shader,
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vec![super::vertex::Vertex::desc(),], vec![&texture_bind_group_layout, &transform_bind_group_layout])));
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vec![super::vertex::Vertex::desc(),], vec![&texture_bind_group_layout, &transform_bind_group_layout])));
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@ -244,7 +202,6 @@ impl BasicRenderer {
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render_jobs: HashMap::new(),
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render_jobs: HashMap::new(),
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buffer_storage: HashMap::new(),
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buffer_storage: HashMap::new(),
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transform_uniform,
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transform_buffer,
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transform_buffer,
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transform_bind_group,
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transform_bind_group,
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}
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}
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@ -339,7 +296,14 @@ impl BasicRenderer {
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impl Renderer for BasicRenderer {
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impl Renderer for BasicRenderer {
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async fn prepare(&mut self, main_world: &World) {
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async fn prepare(&mut self, main_world: &World) {
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for (entity, (model, transform)) in main_world.query::<(&Model2dComponent, Option<&TransformComponent>)>().iter() {
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for (entity, (model, transform)) in main_world.query::<(&Model2dComponent, Option<&TransformComponent>)>().iter() {
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity);
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let transform = match transform {
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Some(transform) => {
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Some(transform.transform)
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},
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None => None,
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};
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity, transform, None);
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// Insert the new job into the queue
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// Insert the new job into the queue
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if let Some(shader_jobs) = self.render_jobs.get_mut(&model.material.shader_id) {
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if let Some(shader_jobs) = self.render_jobs.get_mut(&model.material.shader_id) {
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@ -352,15 +316,7 @@ impl Renderer for BasicRenderer {
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let buffers = self.create_model_buffers(model);
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let buffers = self.create_model_buffers(model);
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self.buffer_storage.insert(entity, buffers);
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self.buffer_storage.insert(entity, buffers);
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} else {
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} else {
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let mesh = &model.mesh;
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// update existing buffers
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}
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if let Some(transform) = transform {
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self.transform_uniform = transform.transform;
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self.queue.write_buffer(&self.transform_buffer, 0, bytemuck::cast_slice(&[self.transform_uniform]));
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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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@ -400,13 +356,19 @@ impl Renderer for BasicRenderer {
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if let Some(jobs) = pipeline_jobs {
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if let Some(jobs) = pipeline_jobs {
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for job in jobs.iter() {
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for job in jobs.iter() {
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let mesh = job.mesh();
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let mesh = job.mesh();
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let buffers = self.buffer_storage.get(&job.entity()).unwrap(); // TODO: create buffers if not made
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let buffers = self.buffer_storage.get(&job.entity()).unwrap();
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if let Some(tex) = buffers.texture_bindgroup.as_ref() {
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if let Some(tex) = buffers.texture_bindgroup.as_ref() {
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render_pass.set_bind_group(0, &tex, &[]);
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render_pass.set_bind_group(0, &tex, &[]);
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}
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}
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// If the job has a transform, set the uniform to it
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if let Some(transform) = job.transform {
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self.queue.write_buffer(&self.transform_buffer, 0, bytemuck::cast_slice(&[transform]));
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render_pass.set_bind_group(1, &self.transform_bind_group, &[]);
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render_pass.set_bind_group(1, &self.transform_bind_group, &[]);
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} else {
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debug!("//TODO: clear transform uniform if the RenderJob doesn't have a transform.");
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}
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if let Some(indices) = buffers.buffer_indices.as_ref() {
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if let Some(indices) = buffers.buffer_indices.as_ref() {
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let indices_len = indices.count().unwrap(); // index buffers will have count, if not thats a bug
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let indices_len = indices.count().unwrap(); // index buffers will have count, if not thats a bug
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@ -1,4 +1,6 @@
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use glam::Vec3;
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use glam::{Vec3, Mat4, Quat};
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use crate::math::angle::{self, Angle};
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#[repr(C)]
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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@ -14,33 +16,115 @@ impl Default for Transform {
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}
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}
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}
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}
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#[allow(dead_code)]
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impl Transform {
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impl Transform {
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pub fn new() -> Self {
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pub fn new() -> Self {
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Self::default()
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Self::default()
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}
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}
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pub fn from_glam(matrix: glam::Mat4) -> Self {
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pub fn from_matrix(matrix: glam::Mat4) -> Self {
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Self {
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Self {
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matrix,
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matrix,
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}
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}
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}
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}
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/// Create Transform from scale, rotation (in degrees), and translation
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pub fn from_scale_rotation_deg_translation(scale: Vec3, mut rotation: Vec3, translation: Vec3) -> Self {
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rotation.x = angle::degrees_to_radians(rotation.x);
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rotation.y = angle::degrees_to_radians(rotation.y);
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rotation.z = angle::degrees_to_radians(rotation.z);
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let rotation_quat = glam::Quat::from_euler(glam::EulerRot::XYZ, rotation.x, rotation.y, rotation.z);
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let matrix = glam::Mat4::from_scale_rotation_translation(scale, rotation_quat, translation);
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Self::from_matrix(matrix)
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}
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/// Create Transform from scale, rotation (in radians), and translation
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pub fn from_scale_rotation_rad_translation(scale: Vec3, rotation: Vec3, translation: Vec3) -> Self {
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let rotation_quat = glam::Quat::from_euler(glam::EulerRot::XYZ, rotation.x, rotation.y, rotation.z);
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let matrix = glam::Mat4::from_scale_rotation_translation(scale, rotation_quat, translation);
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Self::from_matrix(matrix)
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}
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/// Create Transform from scale, rotation (as a quaternion), and translation
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pub fn from_scale_rotation_quat_translation(scale: Vec3, rotation: Quat, translation: Vec3) -> Self {
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let matrix = glam::Mat4::from_scale_rotation_translation(scale, rotation, translation);
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Self::from_matrix(matrix)
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}
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pub fn translate_vec3(&mut self, vec: Vec3) -> &mut Self {
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pub fn translate_vec3(&mut self, vec: Vec3) -> &mut Self {
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/* let first_col = self.matrix.col(0);
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let second_col = self.matrix.col(1);
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let third_col = self.matrix.col(2);
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//let fourth_col = self.matrix.col_mut(3);
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let w_axis = &mut self.matrix.w_axis;
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//first_col.w
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//fourth_col = fourth_col.x * vec.x + second_col * vec.y + third_col * vec.z + fourth_col.clone();
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w_axis.x += vec.x;
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w_axis.y += vec.y;
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w_axis.z += vec.z; */
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let translation = glam::Mat4::from_translation(vec);
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let translation = glam::Mat4::from_translation(vec);
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self.matrix *= translation;
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self.matrix *= translation;
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self
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self
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}
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}
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/// Rotate around the given axis.
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pub fn rotate_axis(&mut self, axis: Vec3, angle: Angle) -> &mut Self {
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let radians = angle.to_radians();
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let rotation = glam::Mat4::from_axis_angle(axis, radians);
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self.matrix *= rotation;
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self
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}
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// Rotate the transform with degrees
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pub fn rotate_degrees(&mut self, mut x: f32, mut y: f32, mut z: f32) -> &mut Self {
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// Convert degrees to radians
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x = angle::degrees_to_radians(x);
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y = angle::degrees_to_radians(y);
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z = angle::degrees_to_radians(z);
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let rotation = glam::Mat4::from_euler(glam::EulerRot::XYZ, x, y, z);
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self.matrix *= rotation;
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self
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}
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// Rotate the transform with degrees in a vec
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pub fn rotate_degrees_vec(&mut self, mut rotation: Vec3) -> &mut Self {
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self.rotate_degrees(rotation.x, rotation.y, rotation.z)
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}
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// Rotate the transform with radians
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pub fn rotate_radians(&mut self, rotation: Vec3) -> &mut Self {
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let rotation = glam::Mat4::from_euler(glam::EulerRot::XYZ, rotation.x, rotation.y, rotation.z);
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self.matrix *= rotation;
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self
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}
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/// Rotate the transform with a quaternion
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pub fn rotate_quat(&mut self, quat: glam::Quat) -> &mut Self {
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let rotation = glam::Mat4::from_quat(quat);
|
||||||
|
self.matrix *= rotation;
|
||||||
|
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Rotate around the x axis.
|
||||||
|
pub fn rotate_x(&mut self, angle: Angle) -> &mut Self {
|
||||||
|
self.rotate_axis(Vec3::new(1.0, 0.0, 0.0), angle)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Rotate around the y axis.
|
||||||
|
pub fn rotate_y(&mut self, angle: Angle) -> &mut Self {
|
||||||
|
self.rotate_axis(Vec3::new(0.0, 1.0, 0.0), angle)
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Rotate around the z axis.
|
||||||
|
pub fn rotate_z(&mut self, angle: Angle) -> &mut Self {
|
||||||
|
self.rotate_axis(Vec3::new(0.0, 0.0, 0.0), angle)
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn scale(&mut self, scale: Vec3) -> &mut Self {
|
||||||
|
let scale = Mat4::from_scale(scale);
|
||||||
|
self.matrix *= scale;
|
||||||
|
|
||||||
|
self
|
||||||
|
}
|
||||||
}
|
}
|
Loading…
Reference in New Issue