Set the scene transform by linear iterpolation of the eye transforms
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@ -25,6 +25,7 @@ use clap::{App, Arg};
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use pathfinder_geometry::basic::vector::{Vector2F, Vector2I};
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use pathfinder_geometry::basic::vector::{Vector2F, Vector2I};
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use pathfinder_geometry::basic::rect::RectF;
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use pathfinder_geometry::basic::rect::RectF;
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use pathfinder_geometry::basic::transform2d::Transform2DF;
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use pathfinder_geometry::basic::transform2d::Transform2DF;
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use pathfinder_geometry::basic::transform3d::Transform3DF;
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use pathfinder_geometry::color::ColorU;
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use pathfinder_geometry::color::ColorU;
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use pathfinder_gl::GLDevice;
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use pathfinder_gl::GLDevice;
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use pathfinder_gpu::Device;
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use pathfinder_gpu::Device;
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@ -53,6 +54,9 @@ const CAMERA_SCALE_SPEED_2D: f32 = 6.0;
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// How much the scene is scaled when a zoom button is clicked.
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// How much the scene is scaled when a zoom button is clicked.
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const CAMERA_ZOOM_AMOUNT_2D: f32 = 0.1;
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const CAMERA_ZOOM_AMOUNT_2D: f32 = 0.1;
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// Half of the eye separation distance.
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const DEFAULT_EYE_OFFSET: f32 = 0.025;
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const LIGHT_BG_COLOR: ColorU = ColorU {
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const LIGHT_BG_COLOR: ColorU = ColorU {
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r: 248,
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r: 248,
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g: 248,
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g: 248,
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@ -328,9 +332,18 @@ impl<W> DemoApp<W> where W: Window {
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..
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..
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} = self.camera
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} = self.camera
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{
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{
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// TODO: really we should lerp all the eye transforms to get the new scene transform
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*scene_transform = new_eye_transforms[0];
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*eye_transforms = new_eye_transforms;
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*eye_transforms = new_eye_transforms;
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// Calculate the new scene transform by lerp'ing the eye transforms.
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*scene_transform = eye_transforms[0];
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for (index, eye_transform) in eye_transforms.iter().enumerate().skip(1) {
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let weight = 1.0 / (index + 1) as f32;
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scene_transform.perspective.transform = scene_transform.perspective.transform.lerp(weight, &eye_transform.perspective.transform);
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scene_transform.modelview_to_eye = scene_transform.modelview_to_eye.lerp(weight, &eye_transform.modelview_to_eye);
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}
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// TODO: calculate the eye offset from the eye transforms?
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let z_offset = -DEFAULT_EYE_OFFSET * scene_transform.perspective.transform.c0.x();
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scene_transform.modelview_to_eye = scene_transform.modelview_to_eye
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.pre_mul(&Transform3DF::from_translation(0.0, 0.0, z_offset));
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}
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}
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}
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}
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Event::KeyDown(Keycode::Alphanumeric(b'w')) => {
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Event::KeyDown(Keycode::Alphanumeric(b'w')) => {
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@ -176,6 +176,15 @@ impl Transform3DF {
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)
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)
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}
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}
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/// Linearly interpolate between transforms
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pub fn lerp(&self, weight: f32, other: &Transform3DF) -> Transform3DF {
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let c0 = self.c0 * F32x4::splat(weight) + other.c0 * F32x4::splat(1.0 - weight);
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let c1 = self.c1 * F32x4::splat(weight) + other.c1 * F32x4::splat(1.0 - weight);
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let c2 = self.c2 * F32x4::splat(weight) + other.c2 * F32x4::splat(1.0 - weight);
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let c3 = self.c3 * F32x4::splat(weight) + other.c3 * F32x4::splat(1.0 - weight);
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Transform3DF { c0, c1, c2, c3 }
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}
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/// Just like `gluPerspective()`.
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/// Just like `gluPerspective()`.
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#[inline]
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#[inline]
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pub fn from_perspective(fov_y: f32, aspect: f32, z_near: f32, z_far: f32) -> Transform3DF {
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pub fn from_perspective(fov_y: f32, aspect: f32, z_near: f32, z_far: f32) -> Transform3DF {
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