Added primitive renderer, world with tree hierarchy supporting lights and objects with GLTF loading. Builds and runs with broken rendering and tree.
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17 changed files with 1968 additions and 1221 deletions
312
src/app.rs
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312
src/app.rs
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use std::collections::HashMap;
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// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
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use std::sync::Arc;
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use glam::{Vec2, Affine3A, Vec3, Vec4, Mat4, EulerRot, Quat};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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use winit::dpi::PhysicalPosition;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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use winit::{
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application::ApplicationHandler,
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event::*,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::Window,
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};
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use crate::render;
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use crate::render::{Renderer, SimpleTexture};
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use crate::world::{SimpleObject, World};
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struct Controller {
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buttons: HashMap<MouseButton,bool>,
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keys: HashMap<KeyCode,bool>,
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mouse: Vec2,
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}
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impl Controller {
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fn new() -> Controller {
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Controller {
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buttons: Default::default(),
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keys: HashMap::new(),
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mouse: Vec2::new(0.0,0.0),
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}
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}
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}
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pub struct AppState {
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world: World,
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controller: Controller,
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window: Arc<Window>,
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clients: Vec<SimpleObject>,
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}
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const BLOCKS: i32 = 50;
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impl AppState {
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> Result<AppState,Box<dyn std::error::Error>> {
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let size = window.inner_size();
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let mut world = World::new();
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world.add_renderer(Renderer::new(&window).await?);
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let mut clients = Vec::new();
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{
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let file = world.renderer.as_mut().unwrap().load_from_gltf( include_bytes!("assets/cube.glb"));
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let block = file.first_object().unwrap();
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//let color = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/color.png"));
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//let normal = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/normal.png"));
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//let roughness = &renderer.load_texture_from_bytes(include_bytes!("assets/plank/roughness.png"));
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//let mat = renderer.new_material(color,normal,roughness);
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for x in -BLOCKS..BLOCKS {
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for y in -BLOCKS..BLOCKS {
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let block = block.hard_clone();
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world.add_object(block.clone());
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{
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let mut model = block.0.borrow_mut();
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model.model.as_mut().unwrap().instance.transform = Mat4::from_translation(Vec3::new(-x as f32 * 3.0,0.0,-y as f32 * 3.0))
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* Mat4::from_rotation_z((x * y) as f32 / 1.23);
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model.model.as_mut().unwrap().instance.color = Vec4::new(0.3,(x + BLOCKS) as f32 / BLOCKS as f32,(y + BLOCKS) as f32 / BLOCKS as f32,1.0);
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}
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clients.push(block)
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}
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}
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}
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Ok(Self {
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world,
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clients,
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controller: Controller::new(),
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window,
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})
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}
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pub fn bounds(&self) -> (u32,u32) {
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let size = self.window.inner_size();
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(size.width,size.height)
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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let max = 2048;
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self.world.renderer.as_mut().unwrap().resize(width,height);
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}
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}
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fn update(&mut self) {
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// ...
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}
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fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
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match (code, is_pressed) {
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(KeyCode::Escape, true) => event_loop.exit(),
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(KeyCode::Space, true) => {},
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(KeyCode::KeyR, true) => {
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self.world.renderer.as_mut().unwrap().eye.frame = Affine3A::IDENTITY
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}
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_ => {}
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}
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self.controller.keys.insert(code, is_pressed);
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}
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fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
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if let Some(true) = self.controller.buttons.get(&MouseButton::Right) {
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self.world.renderer.as_mut().unwrap().eye.rotate(position.x as f32 - self.controller.mouse.x, position.y as f32 - self.controller.mouse.y);
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}
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self.controller.mouse = Vec2::new(position.x as f32, position.y as f32);
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}
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fn handle_mouse_button(&mut self, button: MouseButton, state: ElementState ) {
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self.controller.buttons.insert(button,state.is_pressed());
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}
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}
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pub struct App {
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#[cfg(target_arch = "wasm32")]
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proxy: Option<winit::event_loop::EventLoopProxy<AppState>>,
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state: Option<AppState>,
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}
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impl App {
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pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<AppState>) -> Self {
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#[cfg(target_arch = "wasm32")]
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let proxy = Some(event_loop.create_proxy());
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Self {
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state: None,
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#[cfg(target_arch = "wasm32")]
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proxy,
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}
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}
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}
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impl ApplicationHandler<AppState> for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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#[allow(unused_mut)]
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let mut window_attributes = Window::default_attributes();
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#[cfg(target_arch = "wasm32")]
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{
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use wasm_bindgen::JsCast;
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use winit::platform::web::WindowAttributesExtWebSys;
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const CANVAS_ID: &str = "canvas";
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let window = wgpu::web_sys::window().unwrap_throw();
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let document = window.document().unwrap_throw();
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let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
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let html_canvas_element = canvas.unchecked_into();
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window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
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}
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let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
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#[cfg(not(target_arch = "wasm32"))]
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{
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// If we are not on web we can use pollster to
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// await the window creation
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self.state = Some(pollster::block_on(AppState::new(window)).unwrap());
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}
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#[cfg(target_arch = "wasm32")]
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{
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// Run the future asynchronously and use the
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// proxy to send the results to the event loop
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if let Some(proxy) = self.proxy.take() {
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wasm_bindgen_futures::spawn_local(async move {
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assert!(
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proxy
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.send_event(
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AppState::new(window)
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.await
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.expect("Unable to create canvas!!!")
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)
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.is_ok()
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)
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});
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}
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}
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}
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#[allow(unused_mut)]
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fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: AppState) {
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// This is where proxy.send_event() ends up
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#[cfg(target_arch = "wasm32")]
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{
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event.window.request_redraw();
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event.resize(
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event.window.inner_size().width,
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event.window.inner_size().height,
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);
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}
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self.state = Some(event);
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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_window_id: winit::window::WindowId,
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event: WindowEvent,
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) {
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let state = match &mut self.state {
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Some(canvas) => canvas,
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None => return,
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};
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::Resized(size) => state.resize(size.width, size.height),
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WindowEvent::RedrawRequested => {
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state.update();
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let mut movement = Vec3::new(0.0,0.0,0.0);
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let pressed = |keycode: KeyCode| {
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if let Some(true) = state.controller.keys.get(&keycode) {
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true
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} else {
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false
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}
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};
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if pressed(KeyCode::KeyA) {
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movement.x -= 1.0;
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}
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if pressed(KeyCode::KeyD) {
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movement.x += 1.0;
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}
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if pressed(KeyCode::KeyW) {
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movement.z += 1.0;
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}
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if pressed(KeyCode::KeyS) {
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movement.z -= 1.0;
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}
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if pressed(KeyCode::KeyE) {
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movement.y += 1.0;
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}
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if pressed(KeyCode::KeyQ) {
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movement.y -= 1.0;
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}
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state.world.renderer.as_mut().unwrap().eye.control(movement * 0.1);
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match state.world.renderer.as_mut().unwrap().render(&state.window) {
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Ok(_) => {}
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Err(e) => {
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// Log the error and exit gracefully
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log::error!("{e}");
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event_loop.exit();
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}
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}
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for object in state.clients.iter() {
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object.0.borrow_mut().model.as_mut().unwrap().instance.transform *= Mat4::from_rotation_translation(
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Quat::from_euler(EulerRot::XYZ,0.001,-0.001,0.001),
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Vec3::new(0.0,0.0,0.0)
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);
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}
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}
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WindowEvent::MouseInput { button, state: element, .. } => state.handle_mouse_button(button,element),
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WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
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WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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physical_key: PhysicalKey::Code(code),
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state: key_state,
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..
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},
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..
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} => state.handle_key(event_loop, code, key_state.is_pressed()),
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_ => {}
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}
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}
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}
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pub fn run() -> anyhow::Result<()> {
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#[cfg(not(target_arch = "wasm32"))]
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{
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env_logger::init();
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}
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#[cfg(target_arch = "wasm32")]
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{
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console_log::init_with_level(log::Level::Info).unwrap_throw();
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}
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let event_loop = EventLoop::with_user_event().build()?;
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#[cfg(not(target_arch = "wasm32"))]
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{
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let mut app = App::new();
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event_loop.run_app(&mut app)?;
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}
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#[cfg(target_arch = "wasm32")]
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{
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let app = App::new(&event_loop);
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event_loop.spawn_app(app);
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}
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Ok(())
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}
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#[cfg(target_arch = "wasm32")]
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#[wasm_bindgen(start)]
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pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
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console_error_panic_hook::set_once();
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run().unwrap_throw();
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Ok(())
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}
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