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use std::error::Error;
use std::path::Path;
use engine::camera::Camera;
use engine::lighting::LightSourceBuilder;
use engine::material::Builder as MaterialBuilder;
use engine::object::Id as ObjectId;
use engine::texture::{Id as TextureId, Texture};
use engine::vector::{Vec2, Vec3};
use engine::{Engine, Key, WindowSettingsBuilder, WindowSize};
use tracing::Level;
use tracing_subscriber::FmtSubscriber;
use crate::cube::{create_cube, Corner as CubeCorner};
mod cube;
const WINDOW_SIZE: WindowSize = WindowSize { width: 500, height: 600 };
fn main() -> Result<(), Box<dyn Error>>
{
let subscriber = FmtSubscriber::builder()
.with_max_level(Level::TRACE)
.finish();
tracing::subscriber::set_global_default(subscriber)?;
let mut engine = Engine::<LookAtCamera>::new(
&WindowSettingsBuilder::new().build(WINDOW_SIZE, "Yaaay lmao"),
LookAtCamera::new(),
)?;
let texture = Texture::open(Path::new("vent.png"))?;
let mut textured_cube = create_cube(|vertex_builder, _, corner| {
vertex_builder.texture_coords(match corner {
CubeCorner::TopRight => Vec2 { x: 1.0, y: 1.0 },
CubeCorner::TopLeft => Vec2 { x: 0.0, y: 1.0 },
CubeCorner::BottomRight => Vec2 { x: 1.0, y: 0.0 },
CubeCorner::BottomLeft => Vec2 { x: 0.0, y: 0.0 },
})
})
.texture(TextureId::new(0), texture)
.material(
MaterialBuilder::new()
.ambient_map(TextureId::new(0))
.diffuse_map(TextureId::new(0))
.specular_map(TextureId::new(0))
.build(),
)
.build(ObjectId::new(4))?;
textured_cube.translate(Vec3 { x: 1.6, y: 0.0, z: 0.0 });
engine.add_object(textured_cube);
let light_source = LightSourceBuilder::new()
.position(Vec3 { x: 1.2, y: 1.0, z: 1.5 })
.build();
engine.set_light_source(light_source);
let cam_speed = 3.0;
let light_source_speed = 1.2;
engine.start(|engine| {
let delta_time = *engine.delta_time();
if engine.is_key_pressed(Key::W).unwrap() {
let cam_target_direction = engine.camera().target_direction().clone();
engine.camera_mut().position +=
cam_target_direction * cam_speed * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::S).unwrap() {
let rev_cam_target_direction = -engine.camera().target_direction().clone();
engine.camera_mut().position +=
rev_cam_target_direction * cam_speed * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::A).unwrap() {
let cam_left = engine.camera().left().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj = cam_speed
* (engine.camera().position() - engine.camera().target()).length();
engine.camera_mut().position +=
cam_left * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::D).unwrap() {
let cam_right = engine.camera().right().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj = cam_speed
* (engine.camera().position() - engine.camera().target()).length();
engine.camera_mut().position +=
cam_right * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::K).unwrap() {
let cam_up = engine.camera().up().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj = cam_speed
* (engine.camera().position() - engine.camera().target()).length();
engine.camera_mut().position +=
cam_up * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::J).unwrap() {
let cam_up = engine.camera().down().clone();
// Camera speed adjusted to be same no matter how far the distance is to the
// camera target
let cam_speed_dist_adj = cam_speed
* (engine.camera().position() - engine.camera().target()).length();
engine.camera_mut().position +=
cam_up * cam_speed_dist_adj * delta_time.as_secs_f32();
}
if engine.is_key_pressed(Key::O).unwrap() {
let light_source = engine.light_source_mut().unwrap();
let front_right = Vec3 { x: 1.0, y: 0.0, z: 1.0 };
light_source
.translate(front_right * light_source_speed * delta_time.as_secs_f32());
}
if engine.is_key_pressed(Key::L).unwrap() {
let light_source = engine.light_source_mut().unwrap();
let back_left = Vec3 { x: -1.0, y: 0.0, z: -1.0 };
light_source
.translate(back_left * light_source_speed * delta_time.as_secs_f32());
}
})?;
Ok(())
}
#[derive(Debug)]
pub struct LookAtCamera
{
position: Vec3<f32>,
target: Vec3<f32>,
}
impl LookAtCamera
{
fn new() -> Self
{
let position = Vec3 { x: 0.0, y: 0.0, z: 3.0 };
Self { position, target: Vec3::default() }
}
fn target_direction(&self) -> Vec3<f32>
{
-(&self.position - &self.target).normalize()
}
fn right(&self) -> Vec3<f32>
{
let rev_target_direction = (&self.position - &self.target).normalize();
Vec3::UP.cross(&rev_target_direction).normalize()
}
fn left(&self) -> Vec3<f32>
{
-self.right()
}
fn up(&self) -> Vec3<f32>
{
let rev_target_direction = (&self.position - &self.target).normalize();
rev_target_direction.cross(&self.right())
}
fn down(&self) -> Vec3<f32>
{
-self.up()
}
}
impl Camera for LookAtCamera
{
fn position(&self) -> Vec3<f32>
{
self.position.clone()
}
fn target(&self) -> Vec3<f32>
{
self.target.clone()
}
}
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