Update to cgmath 0.16.1, collision 0.18.0

https://github.com/iceiix/steven/issues/4
This commit is contained in:
ice_iix 2018-10-27 18:11:26 -07:00
parent 5ce9bf3fa3
commit 80c740c1c5
11 changed files with 108 additions and 49 deletions

86
Cargo.lock generated
View File

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View File

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base64 = "0.9.3" base64 = "0.9.3"
log = "0.4.5" log = "0.4.5"
cgmath = "0.7.0" cgmath = "0.16.1"
lazy_static = "1.1.0" lazy_static = "1.1.0"
collision = {git = "https://github.com/TheUnnamedDude/collision-rs", rev = "f80825e"} collision = "0.18.0"
openssl = "0.7.8" openssl = "0.7.8"
# clippy = "*" # clippy = "*"

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@ -5,8 +5,8 @@ authors = [ "Thinkofdeath <thinkofdeath@spigotmc.org>" ]
[dependencies] [dependencies]
lazy_static = "1.1.0" lazy_static = "1.1.0"
cgmath = "0.7.0" cgmath = "0.16.1"
collision = {git = "https://github.com/TheUnnamedDude/collision-rs", rev = "f80825e"} collision = "0.18.0"
[dependencies.steven_shared] [dependencies.steven_shared]

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@ -87,7 +87,7 @@ impl ecs::System for SignRenderer {
fn entity_added(&mut self, m: &mut ecs::Manager, e: ecs::Entity, world: &mut world::World, renderer: &mut render::Renderer) { fn entity_added(&mut self, m: &mut ecs::Manager, e: ecs::Entity, world: &mut world::World, renderer: &mut render::Renderer) {
use std::f64::consts::PI; use std::f64::consts::PI;
use cgmath::{Vector3, Matrix4, Decomposed, Rotation3, Rad, Angle, Quaternion}; use cgmath::{Vector3, Matrix4, Decomposed, Rotation3, Rad, Quaternion};
let position = *m.get_component(e, self.position).unwrap(); let position = *m.get_component(e, self.position).unwrap();
let info = m.get_component_mut(e, self.sign_info).unwrap(); let info = m.get_component_mut(e, self.sign_info).unwrap();
info.dirty = false; info.dirty = false;
@ -172,7 +172,7 @@ impl ecs::System for SignRenderer {
mdl.z = position.z as f32 + 0.5; mdl.z = position.z as f32 + 0.5;
mdl.matrix[0] = Matrix4::from(Decomposed { mdl.matrix[0] = Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_y(Rad::new(info.rotation as f32)), rot: Quaternion::from_angle_y(Rad(info.rotation as f32)),
disp: Vector3::new(position.x as f32 + 0.5, -position.y as f32 - 0.5, position.z as f32 + 0.5), disp: Vector3::new(position.x as f32 + 0.5, -position.y as f32 - 0.5, position.z as f32 + 0.5),
}) * Matrix4::from_translation(Vector3::new(info.offset_x as f32, -info.offset_y as f32, info.offset_z as f32)); }) * Matrix4::from_translation(Vector3::new(info.offset_x as f32, -info.offset_y as f32, info.offset_z as f32));
} }

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@ -16,7 +16,7 @@ use render;
use render::model::{self, FormatState}; use render::model::{self, FormatState};
use types::Gamemode; use types::Gamemode;
use collision::{Aabb, Aabb3}; use collision::{Aabb, Aabb3};
use cgmath::{self, Point3, Vector3, Matrix4, Decomposed, Rotation3, Rad, Angle, Quaternion}; use cgmath::{self, Point3, Vector3, Matrix4, Decomposed, Rotation3, Rad, Quaternion};
use std::collections::HashMap; use std::collections::HashMap;
use std::hash::BuildHasherDefault; use std::hash::BuildHasherDefault;
use types::hash::FNVHash; use types::hash::FNVHash;
@ -198,7 +198,7 @@ impl ecs::System for PlayerRenderer {
}; };
let offset_matrix = Matrix4::from(Decomposed { let offset_matrix = Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_y(Rad::new(PI + rotation.yaw as f32)), rot: Quaternion::from_angle_y(Rad(PI + rotation.yaw as f32)),
disp: offset, disp: offset,
}); });
@ -207,19 +207,19 @@ impl ecs::System for PlayerRenderer {
let ang = (position.position.x - renderer.camera.pos.x).atan2(position.position.z - renderer.camera.pos.z) as f32; let ang = (position.position.x - renderer.camera.pos.x).atan2(position.position.z - renderer.camera.pos.z) as f32;
mdl.matrix[PlayerModelPart::NameTag as usize] = Matrix4::from(Decomposed { mdl.matrix[PlayerModelPart::NameTag as usize] = Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_y(Rad::new(ang)), rot: Quaternion::from_angle_y(Rad(ang)),
disp: offset + Vector3::new(0.0, (-24.0/16.0) - 0.6, 0.0), disp: offset + Vector3::new(0.0, (-24.0/16.0) - 0.6, 0.0),
}); });
} }
mdl.matrix[PlayerModelPart::Head as usize] = offset_matrix * Matrix4::from(Decomposed { mdl.matrix[PlayerModelPart::Head as usize] = offset_matrix * Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_x(Rad::new(-rotation.pitch as f32)), rot: Quaternion::from_angle_x(Rad(-rotation.pitch as f32)),
disp: Vector3::new(0.0, -12.0/16.0 - 12.0/16.0, 0.0), disp: Vector3::new(0.0, -12.0/16.0 - 12.0/16.0, 0.0),
}); });
mdl.matrix[PlayerModelPart::Body as usize] = offset_matrix * Matrix4::from(Decomposed { mdl.matrix[PlayerModelPart::Body as usize] = offset_matrix * Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_x(Rad::new(0.0)), rot: Quaternion::from_angle_x(Rad(0.0)),
disp: Vector3::new(0.0, -12.0/16.0 - 6.0/16.0, 0.0), disp: Vector3::new(0.0, -12.0/16.0 - 6.0/16.0, 0.0),
}); });
@ -233,12 +233,12 @@ impl ecs::System for PlayerRenderer {
mdl.matrix[PlayerModelPart::LegRight as usize] = offset_matrix * Matrix4::from(Decomposed { mdl.matrix[PlayerModelPart::LegRight as usize] = offset_matrix * Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_x(Rad::new(ang as f32)), rot: Quaternion::from_angle_x(Rad(ang as f32)),
disp: Vector3::new(2.0/16.0, -12.0/16.0, 0.0), disp: Vector3::new(2.0/16.0, -12.0/16.0, 0.0),
}); });
mdl.matrix[PlayerModelPart::LegLeft as usize] = offset_matrix * Matrix4::from(Decomposed { mdl.matrix[PlayerModelPart::LegLeft as usize] = offset_matrix * Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_x(Rad::new(-ang as f32)), rot: Quaternion::from_angle_x(Rad(-ang as f32)),
disp: Vector3::new(-2.0/16.0, -12.0/16.0, 0.0), disp: Vector3::new(-2.0/16.0, -12.0/16.0, 0.0),
}); });
@ -257,15 +257,15 @@ impl ecs::System for PlayerRenderer {
mdl.matrix[PlayerModelPart::ArmRight as usize] = offset_matrix * Matrix4::from_translation( mdl.matrix[PlayerModelPart::ArmRight as usize] = offset_matrix * Matrix4::from_translation(
Vector3::new(6.0/16.0, -12.0/16.0-12.0/16.0, 0.0) Vector3::new(6.0/16.0, -12.0/16.0-12.0/16.0, 0.0)
) * Matrix4::from(Quaternion::from_angle_x(Rad::new(-(ang * 0.75) as f32))) ) * Matrix4::from(Quaternion::from_angle_x(Rad(-(ang * 0.75) as f32)))
* Matrix4::from(Quaternion::from_angle_z(Rad::new((i_time.cos() * 0.06 - 0.06) as f32))) * Matrix4::from(Quaternion::from_angle_z(Rad((i_time.cos() * 0.06 - 0.06) as f32)))
* Matrix4::from(Quaternion::from_angle_x(Rad::new((i_time.sin() * 0.06 - ((7.5 - (player_model.arm_time-7.5).abs()) / 7.5)) as f32))); * Matrix4::from(Quaternion::from_angle_x(Rad((i_time.sin() * 0.06 - ((7.5 - (player_model.arm_time-7.5).abs()) / 7.5)) as f32)));
mdl.matrix[PlayerModelPart::ArmLeft as usize] = offset_matrix * Matrix4::from_translation( mdl.matrix[PlayerModelPart::ArmLeft as usize] = offset_matrix * Matrix4::from_translation(
Vector3::new(-6.0/16.0, -12.0/16.0-12.0/16.0, 0.0) Vector3::new(-6.0/16.0, -12.0/16.0-12.0/16.0, 0.0)
) * Matrix4::from(Quaternion::from_angle_x(Rad::new((ang * 0.75) as f32))) ) * Matrix4::from(Quaternion::from_angle_x(Rad((ang * 0.75) as f32)))
* Matrix4::from(Quaternion::from_angle_z(Rad::new(-(i_time.cos() * 0.06 - 0.06) as f32))) * Matrix4::from(Quaternion::from_angle_z(Rad(-(i_time.cos() * 0.06 - 0.06) as f32)))
* Matrix4::from(Quaternion::from_angle_x(Rad::new(-(i_time.sin() * 0.06) as f32))); * Matrix4::from(Quaternion::from_angle_x(Rad(-(i_time.sin() * 0.06) as f32)));
let mut update = true; let mut update = true;
if position.moved { if position.moved {

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@ -4,7 +4,7 @@ use ecs;
use world; use world;
use render; use render;
use shared::Position as BPos; use shared::Position as BPos;
use cgmath::EuclideanVector; use cgmath::InnerSpace;
pub struct ApplyVelocity { pub struct ApplyVelocity {
filter: ecs::Filter, filter: ecs::Filter,
@ -115,7 +115,7 @@ impl ecs::System for UpdateLastPosition {
for e in m.find(&self.filter) { for e in m.find(&self.filter) {
let pos = m.get_component_mut(e, self.position).unwrap(); let pos = m.get_component_mut(e, self.position).unwrap();
pos.moved = (pos.position - pos.last_position).length2() > 0.01; pos.moved = (pos.position - pos.last_position).magnitude2() > 0.01;
pos.last_position = pos.position; pos.last_position = pos.position;
} }
} }
@ -157,7 +157,7 @@ impl ecs::System for LerpPosition {
let target_pos = m.get_component(e, self.target_position).unwrap(); let target_pos = m.get_component(e, self.target_position).unwrap();
pos.position = pos.position + (target_pos.position - pos.position) * delta * target_pos.lerp_amount; pos.position = pos.position + (target_pos.position - pos.position) * delta * target_pos.lerp_amount;
let len = (pos.position - target_pos.position).length2() ; let len = (pos.position - target_pos.position).magnitude2() ;
if len < 0.001 || len > 100.0 * 100.0 { if len < 0.001 || len > 100.0 * 100.0 {
pos.position = target_pos.position; pos.position = target_pos.position;
} }
@ -267,7 +267,7 @@ impl ecs::System for LightEntity {
let max_y = (pos.position.y + bounds.bounds.max.y).ceil() as i32 + 1; let max_y = (pos.position.y + bounds.bounds.max.y).ceil() as i32 + 1;
let max_z = (pos.position.z + bounds.bounds.max.z).ceil() as i32 + 1; let max_z = (pos.position.z + bounds.bounds.max.z).ceil() as i32 + 1;
let length = (bounds.bounds.max - bounds.bounds.min).length() as f32; let length = (bounds.bounds.max - bounds.bounds.min).magnitude() as f32;
for y in min_y .. max_y { for y in min_y .. max_y {
for z in min_z .. max_z { for z in min_z .. max_z {

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@ -29,7 +29,7 @@ use image;
use image::{GenericImage, GenericImageView}; use image::{GenericImage, GenericImageView};
use byteorder::{WriteBytesExt, NativeEndian}; use byteorder::{WriteBytesExt, NativeEndian};
use serde_json; use serde_json;
use cgmath::{self, Vector, Point, SquareMatrix}; use cgmath::prelude::*;
use world; use world;
use collision; use collision;
@ -257,7 +257,7 @@ impl Renderer {
self.perspective_matrix = cgmath::Matrix4::from( self.perspective_matrix = cgmath::Matrix4::from(
cgmath::PerspectiveFov { cgmath::PerspectiveFov {
fovy: cgmath::Rad::from(cgmath::Deg{s: 90f32}), fovy: cgmath::Rad::from(cgmath::Deg(90f32)),
aspect: (width as f32 / height as f32), aspect: (width as f32 / height as f32),
near: 0.1f32, near: 0.1f32,
far: 500.0f32, far: 500.0f32,

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@ -212,7 +212,7 @@ impl Manager {
gl::blend_func(collection.blend_s, collection.blend_d); gl::blend_func(collection.blend_s, collection.blend_d);
for model in collection.models.values() { for model in collection.models.values() {
if model.radius > 0.0 && frustum.contains(Sphere { if model.radius > 0.0 && frustum.contains(&Sphere {
center: Point3::new(model.x, -model.y, model.z), center: Point3::new(model.x, -model.y, model.z),
radius: model.radius radius: model.radius
}) == collision::Relation::Out { }) == collision::Relation::Out {

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@ -27,7 +27,7 @@ use render;
use settings::Stevenkey; use settings::Stevenkey;
use ecs; use ecs;
use entity; use entity;
use cgmath::{self, Point}; use cgmath::prelude::*;
use types::Gamemode; use types::Gamemode;
use shared::{Axis, Position}; use shared::{Axis, Position};
use format; use format;
@ -323,7 +323,7 @@ impl Server {
if let Some(player) = self.player { if let Some(player) = self.player {
let position = self.entities.get_component(player, self.position).unwrap(); let position = self.entities.get_component(player, self.position).unwrap();
let rotation = self.entities.get_component(player, self.rotation).unwrap(); let rotation = self.entities.get_component(player, self.rotation).unwrap();
renderer.camera.pos = cgmath::Point::from_vec(position.position + cgmath::Vector3::new(0.0, 1.62, 0.0)); renderer.camera.pos = cgmath::Point3::from_vec(position.position + cgmath::Vector3::new(0.0, 1.62, 0.0));
renderer.camera.yaw = rotation.yaw; renderer.camera.yaw = rotation.yaw;
renderer.camera.pitch = rotation.pitch; renderer.camera.pitch = rotation.pitch;
} }
@ -344,7 +344,7 @@ impl Server {
self.world.tick(&mut self.entities); self.world.tick(&mut self.entities);
if self.player.is_some() { if self.player.is_some() {
if let Some((pos, bl, _, _)) = target::trace_ray(&self.world, 4.0, renderer.camera.pos.to_vec(), renderer.view_vector.cast(), target::test_block) { if let Some((pos, bl, _, _)) = target::trace_ray(&self.world, 4.0, renderer.camera.pos.to_vec(), renderer.view_vector.cast().unwrap(), target::test_block) {
self.target_info.update(renderer, pos, bl); self.target_info.update(renderer, pos, bl);
} else { } else {
self.target_info.clear(renderer); self.target_info.clear(renderer);
@ -505,7 +505,7 @@ impl Server {
pub fn on_right_click(&mut self, renderer: &mut render::Renderer) { pub fn on_right_click(&mut self, renderer: &mut render::Renderer) {
use shared::Direction; use shared::Direction;
if self.player.is_some() { if self.player.is_some() {
if let Some((pos, _, face, at)) = target::trace_ray(&self.world, 4.0, renderer.camera.pos.to_vec(), renderer.view_vector.cast(), target::test_block) { if let Some((pos, _, face, at)) = target::trace_ray(&self.world, 4.0, renderer.camera.pos.to_vec(), renderer.view_vector.cast().unwrap(), target::test_block) {
self.write_packet(packet::play::serverbound::PlayerBlockPlacement { self.write_packet(packet::play::serverbound::PlayerBlockPlacement {
location: pos, location: pos,
face: protocol::VarInt(match face { face: protocol::VarInt(match face {

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@ -1,7 +1,7 @@
use render; use render;
use render::model; use render::model;
use cgmath::{Vector3, Matrix4, Decomposed, Rotation3, Rad, Angle, Quaternion}; use cgmath::{Vector3, Matrix4, Decomposed, Rotation3, Rad, Quaternion};
pub struct SunModel { pub struct SunModel {
sun: model::ModelKey, sun: model::ModelKey,
@ -38,7 +38,7 @@ impl SunModel {
let sun = renderer.model.get_model(self.sun).unwrap(); let sun = renderer.model.get_model(self.sun).unwrap();
sun.matrix[0] = Matrix4::from(Decomposed { sun.matrix[0] = Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_z(Rad::new(-(time * PI) as f32)), rot: Quaternion::from_angle_z(Rad(-(time * PI) as f32)),
disp: Vector3::new( disp: Vector3::new(
(renderer.camera.pos.x + ox) as f32, (renderer.camera.pos.x + ox) as f32,
-(renderer.camera.pos.y + oy) as f32, -(renderer.camera.pos.y + oy) as f32,
@ -51,7 +51,7 @@ impl SunModel {
let moon = renderer.model.get_model(self.moon).unwrap(); let moon = renderer.model.get_model(self.moon).unwrap();
moon.matrix[0] = Matrix4::from(Decomposed { moon.matrix[0] = Matrix4::from(Decomposed {
scale: 1.0, scale: 1.0,
rot: Quaternion::from_angle_z(Rad::new((PI - (time * PI)) as f32)), rot: Quaternion::from_angle_z(Rad((PI - (time * PI)) as f32)),
disp: Vector3::new( disp: Vector3::new(
(renderer.camera.pos.x - ox) as f32, (renderer.camera.pos.x - ox) as f32,
-(renderer.camera.pos.y - oy) as f32, -(renderer.camera.pos.y - oy) as f32,

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@ -23,7 +23,7 @@ use types::hash::FNVHash;
use protocol; use protocol;
use render; use render;
use collision; use collision;
use cgmath; use cgmath::prelude::*;
use chunk_builder; use chunk_builder;
use ecs; use ecs;
use entity::block_entity; use entity::block_entity;
@ -318,7 +318,6 @@ impl World {
pub fn compute_render_list(&mut self, renderer: &mut render::Renderer) { pub fn compute_render_list(&mut self, renderer: &mut render::Renderer) {
use chunk_builder; use chunk_builder;
use cgmath::Vector;
use std::collections::VecDeque; use std::collections::VecDeque;
self.render_list.clear(); self.render_list.clear();
@ -347,7 +346,7 @@ impl World {
let min = cgmath::Point3::new(pos.0 as f32 * 16.0, -pos.1 as f32 * 16.0, pos.2 as f32 * 16.0); let min = cgmath::Point3::new(pos.0 as f32 * 16.0, -pos.1 as f32 * 16.0, pos.2 as f32 * 16.0);
let bounds = collision::Aabb3::new(min, min + cgmath::Vector3::new(16.0, -16.0, 16.0)); let bounds = collision::Aabb3::new(min, min + cgmath::Vector3::new(16.0, -16.0, 16.0));
if renderer.frustum.contains(bounds) == collision::Relation::Out && from != Direction::Invalid { if renderer.frustum.contains(&bounds) == collision::Relation::Out && from != Direction::Invalid {
continue; continue;
} }
(sec.is_some(), sec.map_or(chunk_builder::CullInfo::all_vis(), |v| v.cull_info)) (sec.is_some(), sec.map_or(chunk_builder::CullInfo::all_vis(), |v| v.cull_info))