Prepare to add a flight mode
							parent
							
								
									61a5aae607
								
							
						
					
					
						commit
						d39276d93f
					
				| 
						 | 
				
			
			@ -90,7 +90,22 @@ impl EulerAngles {
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct WorldState {
 | 
			
		||||
enum PlayMode {
 | 
			
		||||
	WindTunnel,
 | 
			
		||||
	FreeFlight,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[derive (Copy, Clone, PartialEq, Eq)]
 | 
			
		||||
enum UserControl {
 | 
			
		||||
	Camera,
 | 
			
		||||
	Wind,
 | 
			
		||||
	Airplane,
 | 
			
		||||
	Sunlight,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
struct WindTunnelState {
 | 
			
		||||
	user_control: UserControl,
 | 
			
		||||
	
 | 
			
		||||
	camera: EulerAngles,
 | 
			
		||||
	wind: EulerAngles,
 | 
			
		||||
	airplane: EulerAngles,
 | 
			
		||||
| 
						 | 
				
			
			@ -98,30 +113,39 @@ struct WorldState {
 | 
			
		|||
	spin_speed: i32,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl WorldState {
 | 
			
		||||
	pub fn new () -> Self {
 | 
			
		||||
		Self {
 | 
			
		||||
			camera: Default::default (),
 | 
			
		||||
			wind: Default::default (),
 | 
			
		||||
			airplane: Default::default (),
 | 
			
		||||
			sunlight: EulerAngles {
 | 
			
		||||
				altitude: 90.0,
 | 
			
		||||
				azimuth: 0.0,
 | 
			
		||||
struct WorldState {
 | 
			
		||||
	play_mode: PlayMode,
 | 
			
		||||
	wind_tunnel: WindTunnelState,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl WindTunnelState {
 | 
			
		||||
	pub fn handle_event (&mut self, event: &sdl2::event::Event) {
 | 
			
		||||
		match event {
 | 
			
		||||
			Event::KeyDown { keycode: Some (Keycode::C), .. } => {
 | 
			
		||||
				self.user_control = UserControl::Camera;
 | 
			
		||||
			},
 | 
			
		||||
			spin_speed: 0,
 | 
			
		||||
			Event::KeyDown { keycode: Some (Keycode::W), .. } => {
 | 
			
		||||
				self.user_control = UserControl::Wind;
 | 
			
		||||
			},
 | 
			
		||||
			Event::KeyDown { keycode: Some (Keycode::P), .. } => {
 | 
			
		||||
				self.user_control = UserControl::Airplane;
 | 
			
		||||
			},
 | 
			
		||||
			Event::KeyDown { keycode: Some (Keycode::L), .. } => {
 | 
			
		||||
				self.user_control = UserControl::Sunlight;
 | 
			
		||||
			},
 | 
			
		||||
			_ => (),
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	pub fn step (
 | 
			
		||||
		&mut self, 
 | 
			
		||||
		controller: &ControllerState,
 | 
			
		||||
		user_control: &UserControl
 | 
			
		||||
		controller: &ControllerState
 | 
			
		||||
	) {
 | 
			
		||||
		const SPIN_RAMP_TIME: i32 = 30;
 | 
			
		||||
		
 | 
			
		||||
		let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
 | 
			
		||||
		
 | 
			
		||||
		let controlled_angle = match user_control {
 | 
			
		||||
		let controlled_angle = match self.user_control {
 | 
			
		||||
			UserControl::Camera => &mut self.camera,
 | 
			
		||||
			UserControl::Wind => &mut self.wind,
 | 
			
		||||
			UserControl::Airplane => &mut self.airplane,
 | 
			
		||||
| 
						 | 
				
			
			@ -150,6 +174,47 @@ impl WorldState {
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
impl WorldState {
 | 
			
		||||
	pub fn new () -> Self {
 | 
			
		||||
		Self {
 | 
			
		||||
			play_mode: PlayMode::WindTunnel,
 | 
			
		||||
			wind_tunnel: WindTunnelState {
 | 
			
		||||
				user_control: UserControl::Camera,
 | 
			
		||||
				camera: Default::default (),
 | 
			
		||||
				wind: Default::default (),
 | 
			
		||||
				airplane: Default::default (),
 | 
			
		||||
				sunlight: EulerAngles {
 | 
			
		||||
					altitude: 90.0,
 | 
			
		||||
					azimuth: 0.0,
 | 
			
		||||
				},
 | 
			
		||||
				spin_speed: 0,
 | 
			
		||||
			},
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	pub fn handle_event (&mut self, event: &sdl2::event::Event) {
 | 
			
		||||
		match event {
 | 
			
		||||
			Event::KeyDown { keycode: Some (Keycode::T), .. } => {
 | 
			
		||||
				self.play_mode = PlayMode::WindTunnel;
 | 
			
		||||
			},
 | 
			
		||||
			_ => match self.play_mode {
 | 
			
		||||
				PlayMode::WindTunnel => self.wind_tunnel.handle_event (event),
 | 
			
		||||
				_ => (),
 | 
			
		||||
			},
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
	
 | 
			
		||||
	pub fn step (
 | 
			
		||||
		&mut self, 
 | 
			
		||||
		controller: &ControllerState
 | 
			
		||||
	) {
 | 
			
		||||
		match self.play_mode {
 | 
			
		||||
			PlayMode::WindTunnel => self.wind_tunnel.step (controller),
 | 
			
		||||
			_ => (),
 | 
			
		||||
		}
 | 
			
		||||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
mod uniforms {
 | 
			
		||||
use iota::iota;
 | 
			
		||||
iota! {
 | 
			
		||||
| 
						 | 
				
			
			@ -866,12 +931,25 @@ impl GameGraphics {
 | 
			
		|||
			green,
 | 
			
		||||
		];
 | 
			
		||||
		
 | 
			
		||||
		let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
 | 
			
		||||
		
 | 
			
		||||
		let view_mat = match state.play_mode {
 | 
			
		||||
			PlayMode::WindTunnel => {
 | 
			
		||||
				let state = &state.wind_tunnel;
 | 
			
		||||
				
 | 
			
		||||
				let longitude = state.camera.azimuth.to_radians ();
 | 
			
		||||
				let latitude = (state.camera.altitude - 90.0).to_radians ();
 | 
			
		||||
				
 | 
			
		||||
		let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
 | 
			
		||||
				proj_mat *
 | 
			
		||||
				Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
 | 
			
		||||
				Mat4::from_rotation_x (latitude) *
 | 
			
		||||
				Mat4::from_rotation_z (longitude) *
 | 
			
		||||
				Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
 | 
			
		||||
			},
 | 
			
		||||
			_ => proj_mat,
 | 
			
		||||
		};
 | 
			
		||||
		
 | 
			
		||||
		let light = state.sunlight.to_vec3 ();
 | 
			
		||||
		let light = state.wind_tunnel.sunlight.to_vec3 ();
 | 
			
		||||
		
 | 
			
		||||
		let shadow_mat = {
 | 
			
		||||
			let mut mat = Mat4::identity ();
 | 
			
		||||
| 
						 | 
				
			
			@ -879,12 +957,7 @@ impl GameGraphics {
 | 
			
		|||
			mat
 | 
			
		||||
		};
 | 
			
		||||
		
 | 
			
		||||
		let view_mat = proj_mat *
 | 
			
		||||
		Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
 | 
			
		||||
		Mat4::from_rotation_x (latitude) *
 | 
			
		||||
		Mat4::from_rotation_z (longitude) *
 | 
			
		||||
		Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
 | 
			
		||||
		;
 | 
			
		||||
		
 | 
			
		||||
		
 | 
			
		||||
		let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
 | 
			
		||||
		
 | 
			
		||||
| 
						 | 
				
			
			@ -897,12 +970,16 @@ impl GameGraphics {
 | 
			
		|||
			glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
 | 
			
		||||
		});
 | 
			
		||||
		
 | 
			
		||||
		let airplane_model_mat = 
 | 
			
		||||
		let airplane_model_mat = match state.play_mode {
 | 
			
		||||
			PlayMode::WindTunnel => {
 | 
			
		||||
				let state = &state.wind_tunnel;
 | 
			
		||||
				Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
 | 
			
		||||
				Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
 | 
			
		||||
				Mat4::from_rotation_z (state.airplane.azimuth.to_radians ()) *
 | 
			
		||||
				Mat4::from_rotation_x (state.airplane.altitude.to_radians ())
 | 
			
		||||
		;
 | 
			
		||||
			},
 | 
			
		||||
			_ => Mat4::identity (),
 | 
			
		||||
		};
 | 
			
		||||
		
 | 
			
		||||
		let world_model_mat = Mat4::identity ();
 | 
			
		||||
		let inverse_pumpkin = airplane_model_mat.inverse ();
 | 
			
		||||
| 
						 | 
				
			
			@ -1044,14 +1121,6 @@ impl GameGraphics {
 | 
			
		|||
	}
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
#[derive (Copy, Clone, PartialEq, Eq)]
 | 
			
		||||
enum UserControl {
 | 
			
		||||
	Camera,
 | 
			
		||||
	Wind,
 | 
			
		||||
	Airplane,
 | 
			
		||||
	Sunlight,
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
fn main () {
 | 
			
		||||
	let sdl_context = sdl2::init ().unwrap ();
 | 
			
		||||
	let video_subsystem = sdl_context.video ().unwrap ();
 | 
			
		||||
| 
						 | 
				
			
			@ -1078,7 +1147,6 @@ fn main () {
 | 
			
		|||
	let graphics = GameGraphics::new ();
 | 
			
		||||
	let mut gl_state = Default::default ();
 | 
			
		||||
	
 | 
			
		||||
	let mut user_control = UserControl::Camera;
 | 
			
		||||
	let mut graphics_frames = 0;
 | 
			
		||||
	
 | 
			
		||||
	let mut event_pump = sdl_context.event_pump ().unwrap ();
 | 
			
		||||
| 
						 | 
				
			
			@ -1093,37 +1161,16 @@ fn main () {
 | 
			
		|||
				Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
 | 
			
		||||
					break 'running
 | 
			
		||||
				},
 | 
			
		||||
				Event::KeyDown { keycode: Some (Keycode::C), .. } => {
 | 
			
		||||
					user_control = UserControl::Camera;
 | 
			
		||||
				},
 | 
			
		||||
				Event::KeyDown { keycode: Some (Keycode::W), .. } => {
 | 
			
		||||
					user_control = UserControl::Wind;
 | 
			
		||||
				},
 | 
			
		||||
				Event::KeyDown { keycode: Some (Keycode::P), .. } => {
 | 
			
		||||
					user_control = UserControl::Airplane;
 | 
			
		||||
				},
 | 
			
		||||
				Event::KeyDown { keycode: Some (Keycode::L), .. } => {
 | 
			
		||||
					user_control = UserControl::Sunlight;
 | 
			
		||||
				},
 | 
			
		||||
				_ => (),
 | 
			
		||||
				_ => state.handle_event (&event),
 | 
			
		||||
			}
 | 
			
		||||
		}
 | 
			
		||||
		
 | 
			
		||||
		let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
 | 
			
		||||
		
 | 
			
		||||
		for _ in 0..frames_to_do {
 | 
			
		||||
			state.step (&controller, &user_control);
 | 
			
		||||
			state.step (&controller);
 | 
			
		||||
		}
 | 
			
		||||
		
 | 
			
		||||
		let purple = (1.0, 0.5, 1.0).into ();
 | 
			
		||||
		
 | 
			
		||||
		let origin: Vec3 = (0.0, 0.0, 1.35).into ();
 | 
			
		||||
		let gravity = (0.0, 0.0, -1.0).into ();
 | 
			
		||||
		
 | 
			
		||||
		let wind = state.wind.to_vec3 () * -1.0;
 | 
			
		||||
		let wind_force = (wind.x (), 0.125 * wind.y (), wind.z ()).into ();
 | 
			
		||||
		
 | 
			
		||||
		
 | 
			
		||||
		let control_flash = if graphics_frames % 16 >= 8 {
 | 
			
		||||
			(1.0, 1.0, 1.0).into ()
 | 
			
		||||
		}
 | 
			
		||||
| 
						 | 
				
			
			@ -1131,8 +1178,19 @@ fn main () {
 | 
			
		|||
			(1.0, 0.0, 0.0).into ()
 | 
			
		||||
		};
 | 
			
		||||
		
 | 
			
		||||
		let arrows = match state.play_mode {
 | 
			
		||||
			PlayMode::WindTunnel => {
 | 
			
		||||
				let state = &state.wind_tunnel;
 | 
			
		||||
				let purple = (1.0, 0.5, 1.0).into ();
 | 
			
		||||
		
 | 
			
		||||
				let origin: Vec3 = (0.0, 0.0, 1.35).into ();
 | 
			
		||||
				let gravity = (0.0, 0.0, -1.0).into ();
 | 
			
		||||
				
 | 
			
		||||
				let wind = state.wind.to_vec3 () * -1.0;
 | 
			
		||||
				let wind_force = (wind.x (), 0.125 * wind.y (), wind.z ()).into ();
 | 
			
		||||
				
 | 
			
		||||
				let get_flash = |control_type, default_color| {
 | 
			
		||||
			if user_control == control_type {
 | 
			
		||||
					if state.user_control == control_type {
 | 
			
		||||
						control_flash
 | 
			
		||||
					}
 | 
			
		||||
					else {
 | 
			
		||||
| 
						 | 
				
			
			@ -1140,7 +1198,7 @@ fn main () {
 | 
			
		|||
					}
 | 
			
		||||
				};
 | 
			
		||||
				
 | 
			
		||||
		let arrows = vec![
 | 
			
		||||
				vec![
 | 
			
		||||
					Arrow {
 | 
			
		||||
						origin: (0.0, 0.0, 1.35).into (),
 | 
			
		||||
						direction: gravity,
 | 
			
		||||
| 
						 | 
				
			
			@ -1161,7 +1219,10 @@ fn main () {
 | 
			
		|||
						direction: state.airplane.to_vec3 () * 0.5,
 | 
			
		||||
						color: get_flash (UserControl::Airplane, (0.0, 0.0, 0.0).into ()),
 | 
			
		||||
					}
 | 
			
		||||
		];
 | 
			
		||||
				]
 | 
			
		||||
			},
 | 
			
		||||
			_ => vec![],
 | 
			
		||||
		};
 | 
			
		||||
		
 | 
			
		||||
		let renderable_arrows: Vec <_> = arrows.iter ().map (|arrow| {
 | 
			
		||||
			let dir_len = arrow.direction.length ();
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue