Prepare to add a flight mode
parent
61a5aae607
commit
d39276d93f
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@ -90,7 +90,22 @@ impl EulerAngles {
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}
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}
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struct WorldState {
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enum PlayMode {
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WindTunnel,
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FreeFlight,
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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enum UserControl {
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Camera,
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Wind,
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Airplane,
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Sunlight,
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}
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struct WindTunnelState {
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user_control: UserControl,
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camera: EulerAngles,
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wind: EulerAngles,
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airplane: EulerAngles,
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@ -98,30 +113,39 @@ struct WorldState {
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spin_speed: i32,
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}
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impl WorldState {
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pub fn new () -> Self {
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Self {
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camera: Default::default (),
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wind: Default::default (),
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airplane: Default::default (),
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sunlight: EulerAngles {
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altitude: 90.0,
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azimuth: 0.0,
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struct WorldState {
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play_mode: PlayMode,
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wind_tunnel: WindTunnelState,
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}
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impl WindTunnelState {
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pub fn handle_event (&mut self, event: &sdl2::event::Event) {
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match event {
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Event::KeyDown { keycode: Some (Keycode::C), .. } => {
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self.user_control = UserControl::Camera;
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},
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spin_speed: 0,
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Event::KeyDown { keycode: Some (Keycode::W), .. } => {
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self.user_control = UserControl::Wind;
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},
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Event::KeyDown { keycode: Some (Keycode::P), .. } => {
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self.user_control = UserControl::Airplane;
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},
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Event::KeyDown { keycode: Some (Keycode::L), .. } => {
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self.user_control = UserControl::Sunlight;
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},
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_ => (),
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}
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}
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pub fn step (
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&mut self,
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controller: &ControllerState,
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user_control: &UserControl
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controller: &ControllerState
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) {
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const SPIN_RAMP_TIME: i32 = 30;
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let spin_f = 4.0 * self.spin_speed as f32 / SPIN_RAMP_TIME as f32;
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let controlled_angle = match user_control {
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let controlled_angle = match self.user_control {
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UserControl::Camera => &mut self.camera,
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UserControl::Wind => &mut self.wind,
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UserControl::Airplane => &mut self.airplane,
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@ -150,6 +174,47 @@ impl WorldState {
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}
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}
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impl WorldState {
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pub fn new () -> Self {
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Self {
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play_mode: PlayMode::WindTunnel,
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wind_tunnel: WindTunnelState {
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user_control: UserControl::Camera,
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camera: Default::default (),
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wind: Default::default (),
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airplane: Default::default (),
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sunlight: EulerAngles {
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altitude: 90.0,
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azimuth: 0.0,
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},
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spin_speed: 0,
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},
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}
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}
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pub fn handle_event (&mut self, event: &sdl2::event::Event) {
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match event {
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Event::KeyDown { keycode: Some (Keycode::T), .. } => {
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self.play_mode = PlayMode::WindTunnel;
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},
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_ => match self.play_mode {
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PlayMode::WindTunnel => self.wind_tunnel.handle_event (event),
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_ => (),
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},
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}
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}
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pub fn step (
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&mut self,
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controller: &ControllerState
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) {
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match self.play_mode {
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PlayMode::WindTunnel => self.wind_tunnel.step (controller),
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_ => (),
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}
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}
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}
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mod uniforms {
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use iota::iota;
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iota! {
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@ -866,12 +931,25 @@ impl GameGraphics {
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green,
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];
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let longitude = state.camera.azimuth.to_radians ();
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let latitude = (state.camera.altitude - 90.0).to_radians ();
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.5, 500.0);
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let light = state.sunlight.to_vec3 ();
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let view_mat = match state.play_mode {
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PlayMode::WindTunnel => {
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let state = &state.wind_tunnel;
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let longitude = state.camera.azimuth.to_radians ();
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let latitude = (state.camera.altitude - 90.0).to_radians ();
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proj_mat *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
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Mat4::from_rotation_x (latitude) *
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Mat4::from_rotation_z (longitude) *
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Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
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},
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_ => proj_mat,
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};
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let light = state.wind_tunnel.sunlight.to_vec3 ();
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let shadow_mat = {
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let mut mat = Mat4::identity ();
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@ -879,12 +957,7 @@ impl GameGraphics {
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mat
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};
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let view_mat = proj_mat *
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Mat4::from_translation (Vec3::from ((0.0, 0.0, -8.0))) *
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Mat4::from_rotation_x (latitude) *
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Mat4::from_rotation_z (longitude) *
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Mat4::from_translation ((0.0, 0.0, -2.7 * 0.5).into ())
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;
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let sky_mvp_mat = view_mat * Mat4::from_scale ((16.0, 16.0, 16.0).into ());
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@ -897,12 +970,16 @@ impl GameGraphics {
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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});
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let airplane_model_mat =
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Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
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Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
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Mat4::from_rotation_z (state.airplane.azimuth.to_radians ()) *
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Mat4::from_rotation_x (state.airplane.altitude.to_radians ())
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;
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let airplane_model_mat = match state.play_mode {
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PlayMode::WindTunnel => {
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let state = &state.wind_tunnel;
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Mat4::from_translation ((0.0, 0.0, 2.7 * 0.5).into ()) *
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Mat4::from_scale ((0.125, 0.125, 0.125).into ()) *
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Mat4::from_rotation_z (state.airplane.azimuth.to_radians ()) *
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Mat4::from_rotation_x (state.airplane.altitude.to_radians ())
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},
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_ => Mat4::identity (),
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};
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let world_model_mat = Mat4::identity ();
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let inverse_pumpkin = airplane_model_mat.inverse ();
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@ -1044,14 +1121,6 @@ impl GameGraphics {
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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enum UserControl {
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Camera,
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Wind,
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Airplane,
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Sunlight,
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}
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fn main () {
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let sdl_context = sdl2::init ().unwrap ();
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let video_subsystem = sdl_context.video ().unwrap ();
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@ -1078,7 +1147,6 @@ fn main () {
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let graphics = GameGraphics::new ();
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let mut gl_state = Default::default ();
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let mut user_control = UserControl::Camera;
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let mut graphics_frames = 0;
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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@ -1093,37 +1161,16 @@ fn main () {
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Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
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break 'running
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},
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Event::KeyDown { keycode: Some (Keycode::C), .. } => {
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user_control = UserControl::Camera;
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},
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Event::KeyDown { keycode: Some (Keycode::W), .. } => {
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user_control = UserControl::Wind;
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},
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Event::KeyDown { keycode: Some (Keycode::P), .. } => {
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user_control = UserControl::Airplane;
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},
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Event::KeyDown { keycode: Some (Keycode::L), .. } => {
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user_control = UserControl::Sunlight;
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},
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_ => (),
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_ => state.handle_event (&event),
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}
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}
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let controller = ControllerState::from_sdl_keyboard (&event_pump.keyboard_state ());
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for _ in 0..frames_to_do {
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state.step (&controller, &user_control);
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state.step (&controller);
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}
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let purple = (1.0, 0.5, 1.0).into ();
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let origin: Vec3 = (0.0, 0.0, 1.35).into ();
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let gravity = (0.0, 0.0, -1.0).into ();
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let wind = state.wind.to_vec3 () * -1.0;
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let wind_force = (wind.x (), 0.125 * wind.y (), wind.z ()).into ();
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let control_flash = if graphics_frames % 16 >= 8 {
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(1.0, 1.0, 1.0).into ()
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}
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@ -1131,37 +1178,51 @@ fn main () {
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(1.0, 0.0, 0.0).into ()
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};
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let get_flash = |control_type, default_color| {
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if user_control == control_type {
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control_flash
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}
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else {
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default_color
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}
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};
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let arrows = match state.play_mode {
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PlayMode::WindTunnel => {
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let state = &state.wind_tunnel;
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let purple = (1.0, 0.5, 1.0).into ();
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let arrows = vec![
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Arrow {
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origin: (0.0, 0.0, 1.35).into (),
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direction: gravity,
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color: (1.0, 0.5, 0.5).into (),
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let origin: Vec3 = (0.0, 0.0, 1.35).into ();
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let gravity = (0.0, 0.0, -1.0).into ();
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let wind = state.wind.to_vec3 () * -1.0;
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let wind_force = (wind.x (), 0.125 * wind.y (), wind.z ()).into ();
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let get_flash = |control_type, default_color| {
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if state.user_control == control_type {
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control_flash
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}
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else {
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default_color
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}
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};
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vec![
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Arrow {
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origin: (0.0, 0.0, 1.35).into (),
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direction: gravity,
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color: (1.0, 0.5, 0.5).into (),
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},
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Arrow {
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origin: origin + wind * -2.0,
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direction: wind,
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color: get_flash (UserControl::Wind, purple),
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},
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Arrow {
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origin: origin,
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direction: wind_force,
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color: purple,
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},
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Arrow {
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origin: origin,
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direction: state.airplane.to_vec3 () * 0.5,
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color: get_flash (UserControl::Airplane, (0.0, 0.0, 0.0).into ()),
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}
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]
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},
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Arrow {
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origin: origin + wind * -2.0,
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direction: wind,
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color: get_flash (UserControl::Wind, purple),
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},
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Arrow {
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origin: origin,
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direction: wind_force,
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color: purple,
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},
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Arrow {
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origin: origin,
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direction: state.airplane.to_vec3 () * 0.5,
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color: get_flash (UserControl::Airplane, (0.0, 0.0, 0.0).into ()),
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}
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];
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_ => vec![],
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};
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let renderable_arrows: Vec <_> = arrows.iter ().map (|arrow| {
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let dir_len = arrow.direction.length ();
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