2023-03-27 15:34:00 +02:00
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//! an Object Module for defining Objects
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const SCR_WIDTH: u32 = 1600;
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const SCR_HEIGHT: u32 = 900;
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use cgmath::{Vector3, Quaternion, Rotation3};
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use cgmath::prelude::*;
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use crate::model::Model;
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use crate::camera::Camera;
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pub struct Transform {
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2023-03-30 10:46:33 +02:00
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pub Position: Vector3<f32>,
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pub Rotation: Quaternion<f32>,
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pub Velocity: Vector3<f32>,
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pub Scale: f32,
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2023-03-27 15:34:00 +02:00
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}
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impl Default for Transform {
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fn default() -> Transform
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{
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Transform {
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Position: Vector3::<f32>::new(0.0, 0.0, 0.0),
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Rotation: Quaternion::from_angle_y(cgmath::Deg(0.0)),
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Velocity: Vector3::<f32>::new(0.0, 0.0, 0.0),
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Scale: 0.2,
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}
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}
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}
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2023-03-30 10:46:33 +02:00
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impl Transform {
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pub fn setPos(&mut self, input: Vector3<f32>)
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{
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self.Position = input;
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}
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}
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2023-03-27 15:34:00 +02:00
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pub struct Player {
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pub Transform: Transform,
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pub Model: Model
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}
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impl Player {
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pub fn new(gl: std::sync::Arc<glow::Context>) -> Self {
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Player {
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Transform: Transform::default(),
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Model: Model::new("resources/models/TestCarModel/CarW4.obj", gl),
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}
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}
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pub fn update(&mut self)
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{
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self.Transform.Position += self.Transform.Velocity;
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self.Transform.Rotation = self.Transform.Rotation.normalize();
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}
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pub fn turn(&mut self, amount: f32)
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{
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let up = Vector3::<f32>::unit_y();
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let delta_rotation = Quaternion::from_axis_angle(up, cgmath::Deg(amount));
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self.Transform.Rotation = self.Transform.Rotation * delta_rotation;
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}
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pub fn Draw(&self, shader: &crate::shader::shader, camera: &Camera)
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{
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shader.Use();
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let translation = cgmath::Matrix4::from_translation(self.Transform.Position);
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let rotation = cgmath::Matrix4::from(self.Transform.Rotation);
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let scale = cgmath::Matrix4::from_scale(self.Transform.Scale);
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let model = translation * rotation * scale;
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let projection = cgmath::perspective(cgmath::Deg(camera.Zoom), SCR_WIDTH as f32 /SCR_HEIGHT as f32, 0.1, 100.0 );
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let view = camera.GetViewMatrix();
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shader.setMat4("projection", &projection);
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shader.setMat4("view", &view);
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shader.setMat4("model", &model);
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self.Model.Draw(shader);
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}
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}
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