mouse sensitivty is now specified in dots per (360)deg, camera rot is now interpolated
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517bb3d743
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c2c645ee39
@ -42,7 +42,7 @@ impl Camera {
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self.aspect = dimensions.width as f32 / dimensions.height as f32;
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}
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pub fn update_pos(&mut self, input: &mut Input, dt: f32) {
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pub fn update_pos(&mut self, input: &Input, dt: f32) {
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let (yaw_sin, yaw_cos) = Rad::from(self.rot_x).0.sin_cos();
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let forward = Vector3::new(yaw_cos, 0.0, yaw_sin).normalize();
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let right = Vector3::new(-yaw_sin, 0.0, yaw_cos).normalize();
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@ -52,13 +52,13 @@ impl Camera {
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self.position.y += (input.amount_up - input.amount_down) * (input.speed * dt);
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}
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pub fn update_rot(&mut self, input: &mut Input) {
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pub fn update_rot(&mut self, input: &Input, sf: f32) {
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// doesn't need dt because the input is not continuous.
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let (dx, dy) = input.mouse_moved;
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input.mouse_moved = (0.0, 0.0);
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self.rot_x += Deg(dx * input.sens);
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self.rot_x += Deg((dx / input.dots_per_deg) * sf);
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let pitch_lim = 90.0 - 0.0001;
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let pitch = self.rot_y.0 + (-dy * input.sens);
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let pitch = self.rot_y.0 + ((-dy / input.dots_per_deg) * sf);
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self.rot_y = Deg(pitch.clamp(-pitch_lim, pitch_lim));
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}
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}
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40
src/main.rs
40
src/main.rs
@ -62,13 +62,11 @@ pub struct Input {
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amount_down: f32,
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mouse_moved: (f32, f32),
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speed: f32,
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sens: f32,
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dots_per_deg: f32,
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}
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impl Input {
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pub fn new(speed: f32, dots_multiplier: f32, dots_per_degree: f32) -> Self {
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let dots_multiplier = 1.0; // 8.8 / 100.0;
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let dots_per_degree = 20.46666666666667;
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pub fn new(speed: f32, dots_per_360deg: f32) -> Self {
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Self {
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amount_left: 0.0,
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amount_right: 0.0,
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@ -78,7 +76,7 @@ impl Input {
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amount_down: 0.0,
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mouse_moved: (0.0, 0.0),
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speed,
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sens: dots_multiplier / dots_per_degree,
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dots_per_deg: dots_per_360deg / 360.0,
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}
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}
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@ -98,8 +96,7 @@ impl Input {
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self.amount_right = amount;
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}
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VirtualKeyCode::Space => {
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//self.amount_up = amount;
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self.mouse_moved.0 = 7368.0 * amount;
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self.amount_up = amount;
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}
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VirtualKeyCode::Semicolon => {
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self.amount_down = amount;
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@ -153,15 +150,9 @@ fn real_main() -> Result<(), &'static str> {
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let mut fullscreen = set_fullscreen(false, &(window), &mut(cursor_locked));
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let mut state = State::new(window)?;
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let mut input = Input::new(
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1.0,
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8.8 / 100.0,
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// i don't want the sensitivity to be tied to the resolution, though.
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1.8
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);
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let mut input = Input::new(1.0, 7368.0);
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let mut total_elapsed = 0.0;
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let mut timer = Instant::now();
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let mut frames = 0;
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let mut prev_render = Instant::now();
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@ -227,19 +218,20 @@ fn real_main() -> Result<(), &'static str> {
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total_elapsed += elapsed;
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prev_render = Instant::now();
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// doesn't need dt because
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// the input is not continuous.
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// FIXME: should this be done _after_ updating the camera's position? (updating the position depends on the camera's x rotation.)
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state.camera.update_rot(&mut(input));
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const TIMESTEP: f32 = 1.0 / 60.0;
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let mut interpolate = 1.0;
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let sf = interpolate / (elapsed / TIMESTEP);
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while elapsed >= TIMESTEP {
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state.camera.update_pos(&mut(input), TIMESTEP);
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state.camera.update_pos(&(input), TIMESTEP);
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state.camera.update_rot(&(input), sf);
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elapsed -= TIMESTEP;
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interpolate -= sf;
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}
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state.camera.update_pos(&mut(input), elapsed);
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state.camera.update_pos(&(input), elapsed);
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state.camera.update_rot(&(input), interpolate);
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input.mouse_moved = (0.0, 0.0);
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state.window().request_redraw();
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}
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@ -254,10 +246,8 @@ fn real_main() -> Result<(), &'static str> {
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};
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frames += 1;
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let time = timer.elapsed().as_millis();
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if time > 1000 {
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timer = Instant::now();
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println!("frames in the past {time}ms: {:?}. {total_elapsed}", frames);
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if total_elapsed >= 1.0 {
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println!("frames in the past {total_elapsed}: {frames:?}");
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frames = 0;
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total_elapsed = 0.0;
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}
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