Function macroquad::math::vec3

source ·
pub const fn vec3(x: f32, y: f32, z: f32) -> Vec3
Expand description

Creates a 3-dimensional vector.

Examples found in repository?
examples/tree.rs (line 12)
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fn tree(gl: &mut QuadGl, time: f64, deep: u32, angle: f32, tall: f32) {
    if deep >= 8 {
        return;
    }

    // we can use normal macroquad drawing API here
    draw_rectangle(-0.01 / 2., 0., 0.01, tall, DARKGRAY);

    // and we can also modify internal macroquad render state with "gl" reference
    gl.push_model_matrix(glam::Mat4::from_translation(glam::vec3(0., tall, 0.)));

    // right leaf
    gl.push_model_matrix(glam::Mat4::from_rotation_z(angle + time.sin() as f32 * 0.1));
    tree(gl, time, deep + 1, angle * 0.7, tall * 0.8);
    gl.pop_model_matrix();

    // left leaf
    gl.push_model_matrix(glam::Mat4::from_rotation_z(
        -angle - time.cos() as f32 * 0.1,
    ));
    tree(gl, time, deep + 1, angle * 0.7, tall * 0.8);
    gl.pop_model_matrix();

    gl.pop_model_matrix();
}
More examples
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examples/3d.rs (line 14)
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async fn main() {
    let rust_logo = load_texture("examples/rust.png").await.unwrap();
    let ferris = load_texture("examples/ferris.png").await.unwrap();

    loop {
        clear_background(LIGHTGRAY);

        // Going 3d!

        set_camera(&Camera3D {
            position: vec3(-20., 15., 0.),
            up: vec3(0., 1., 0.),
            target: vec3(0., 0., 0.),
            ..Default::default()
        });

        draw_grid(20, 1., BLACK, GRAY);

        draw_cube_wires(vec3(0., 1., -6.), vec3(2., 2., 2.), DARKGREEN);
        draw_cube_wires(vec3(0., 1., 6.), vec3(2., 2., 2.), DARKBLUE);
        draw_cube_wires(vec3(2., 1., 2.), vec3(2., 2., 2.), YELLOW);

        draw_plane(vec3(-8., 0., -8.), vec2(5., 5.), Some(&ferris), WHITE);

        draw_cube(
            vec3(-5., 1., -2.),
            vec3(2., 2., 2.),
            Some(&rust_logo),
            WHITE,
        );
        draw_cube(vec3(-5., 1., 2.), vec3(2., 2., 2.), Some(&ferris), WHITE);
        draw_cube(vec3(2., 0., -2.), vec3(0.4, 0.4, 0.4), None, BLACK);

        draw_sphere(vec3(-8., 0., 0.), 1., None, BLUE);

        // Back to screen space, render some text

        set_default_camera();
        draw_text("WELCOME TO 3D WORLD", 10.0, 20.0, 30.0, BLACK);

        next_frame().await
    }
}
examples/first_person.rs (line 23)
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async fn main() {
    let mut x = 0.0;
    let mut switch = false;
    let bounds = 8.0;

    let world_up = vec3(0.0, 1.0, 0.0);
    let mut yaw: f32 = 1.18;
    let mut pitch: f32 = 0.0;

    let mut front = vec3(
        yaw.cos() * pitch.cos(),
        pitch.sin(),
        yaw.sin() * pitch.cos(),
    )
    .normalize();
    let mut right = front.cross(world_up).normalize();
    let mut up;

    let mut position = vec3(0.0, 1.0, 0.0);
    let mut last_mouse_position: Vec2 = mouse_position().into();

    let mut grabbed = true;
    set_cursor_grab(grabbed);
    show_mouse(false);

    loop {
        let delta = get_frame_time();

        if is_key_pressed(KeyCode::Escape) {
            break;
        }
        if is_key_pressed(KeyCode::Tab) {
            grabbed = !grabbed;
            set_cursor_grab(grabbed);
            show_mouse(!grabbed);
        }

        if is_key_down(KeyCode::Up) {
            position += front * MOVE_SPEED;
        }
        if is_key_down(KeyCode::Down) {
            position -= front * MOVE_SPEED;
        }
        if is_key_down(KeyCode::Left) {
            position -= right * MOVE_SPEED;
        }
        if is_key_down(KeyCode::Right) {
            position += right * MOVE_SPEED;
        }

        let mouse_position: Vec2 = mouse_position().into();
        let mouse_delta = mouse_position - last_mouse_position;
        last_mouse_position = mouse_position;

        yaw += mouse_delta.x * delta * LOOK_SPEED;
        pitch += mouse_delta.y * delta * -LOOK_SPEED;

        pitch = if pitch > 1.5 { 1.5 } else { pitch };
        pitch = if pitch < -1.5 { -1.5 } else { pitch };

        front = vec3(
            yaw.cos() * pitch.cos(),
            pitch.sin(),
            yaw.sin() * pitch.cos(),
        )
        .normalize();

        right = front.cross(world_up).normalize();
        up = right.cross(front).normalize();

        x += if switch { 0.04 } else { -0.04 };
        if x >= bounds || x <= -bounds {
            switch = !switch;
        }

        clear_background(LIGHTGRAY);

        // Going 3d!

        set_camera(&Camera3D {
            position: position,
            up: up,
            target: position + front,
            ..Default::default()
        });

        draw_grid(20, 1., BLACK, GRAY);

        draw_line_3d(
            vec3(x, 0.0, x),
            vec3(5.0, 5.0, 5.0),
            Color::new(1.0, 1.0, 0.0, 1.0),
        );

        draw_cube_wires(vec3(0., 1., -6.), vec3(2., 2., 2.), GREEN);
        draw_cube_wires(vec3(0., 1., 6.), vec3(2., 2., 2.), BLUE);
        draw_cube_wires(vec3(2., 1., 2.), vec3(2., 2., 2.), RED);

        // Back to screen space, render some text

        set_default_camera();
        draw_text("First Person Camera", 10.0, 20.0, 30.0, BLACK);

        draw_text(
            format!("X: {} Y: {}", mouse_position.x, mouse_position.y).as_str(),
            10.0,
            48.0 + 18.0,
            30.0,
            BLACK,
        );
        draw_text(
            format!("Press <TAB> to toggle mouse grab: {}", grabbed).as_str(),
            10.0,
            48.0 + 42.0,
            30.0,
            BLACK,
        );

        next_frame().await
    }
}
examples/shadertoy.rs (line 81)
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async fn main() {
    let ferris = load_texture("examples/rust.png").await.unwrap();
    let (color_picker_texture, color_picker_image) = color_picker_texture(200, 200);

    let mut fragment_shader = DEFAULT_FRAGMENT_SHADER.to_string();
    let mut vertex_shader = DEFAULT_VERTEX_SHADER.to_string();

    let pipeline_params = PipelineParams {
        depth_write: true,
        depth_test: Comparison::LessOrEqual,
        ..Default::default()
    };

    let mut material = load_material(
        ShaderSource::Glsl {
            vertex: &vertex_shader,
            fragment: &fragment_shader,
        },
        MaterialParams {
            pipeline_params,
            ..Default::default()
        },
    )
    .unwrap();
    let mut error: Option<String> = None;

    enum Mesh {
        Sphere,
        Cube,
        Plane,
    }
    let mut mesh = Mesh::Sphere;

    let mut camera = Camera3D {
        position: vec3(-15., 15., -5.),
        up: vec3(0., 1., 0.),
        target: vec3(0., 5., -5.),
        ..Default::default()
    };

    let mut colorpicker_window = false;
    let mut color_picking_uniform = None;

    let mut new_uniform_window = false;
    let mut new_uniform_name = String::new();
    let mut uniforms: Vec<(String, Uniform)> = vec![];

    loop {
        clear_background(WHITE);

        set_camera(&camera);

        draw_grid(
            20,
            1.,
            Color::new(0.55, 0.55, 0.55, 0.75),
            Color::new(0.75, 0.75, 0.75, 0.75),
        );

        gl_use_material(&material);
        match mesh {
            Mesh::Plane => draw_plane(vec3(0., 2., 0.), vec2(5., 5.), Some(&ferris), WHITE),
            Mesh::Sphere => draw_sphere(vec3(0., 6., 0.), 5., Some(&ferris), WHITE),
            Mesh::Cube => draw_cube(vec3(0., 5., 0.), vec3(10., 10., 10.), Some(&ferris), WHITE),
        }
        gl_use_default_material();

        set_default_camera();

        let mut need_update = false;

        widgets::Window::new(hash!(), vec2(20., 20.), vec2(470., 650.))
            .label("Shader")
            .ui(&mut *root_ui(), |ui| {
                ui.label(None, "Camera: ");
                ui.same_line(0.0);
                if ui.button(None, "Ortho") {
                    camera.projection = Projection::Orthographics;
                }
                ui.same_line(0.0);
                if ui.button(None, "Perspective") {
                    camera.projection = Projection::Perspective;
                }
                ui.label(None, "Mesh: ");
                ui.same_line(0.0);
                if ui.button(None, "Sphere") {
                    mesh = Mesh::Sphere;
                }
                ui.same_line(0.0);
                if ui.button(None, "Cube") {
                    mesh = Mesh::Cube;
                }
                ui.same_line(0.0);
                if ui.button(None, "Plane") {
                    mesh = Mesh::Plane;
                }

                ui.label(None, "Uniforms:");
                ui.separator();

                for (i, (name, uniform)) in uniforms.iter_mut().enumerate() {
                    ui.label(None, &format!("{}", name));
                    ui.same_line(120.0);

                    match uniform {
                        Uniform::Float1(x) => {
                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(200.0, 19.0))
                                .filter_numbers()
                                .ui(ui, x);

                            if let Ok(x) = x.parse::<f32>() {
                                material.set_uniform(name, x);
                            }
                        }
                        Uniform::Float2(x, y) => {
                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(99.0, 19.0))
                                .filter_numbers()
                                .ui(ui, x);

                            ui.same_line(0.0);

                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(99.0, 19.0))
                                .filter_numbers()
                                .ui(ui, y);

                            if let (Ok(x), Ok(y)) = (x.parse::<f32>(), y.parse::<f32>()) {
                                material.set_uniform(name, (x, y));
                            }
                        }
                        Uniform::Float3(x, y, z) => {
                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(65.0, 19.0))
                                .filter_numbers()
                                .ui(ui, x);

                            ui.same_line(0.0);

                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(65.0, 19.0))
                                .filter_numbers()
                                .ui(ui, y);

                            ui.same_line(0.0);

                            widgets::InputText::new(hash!(hash!(), i))
                                .size(vec2(65.0, 19.0))
                                .filter_numbers()
                                .ui(ui, z);

                            if let (Ok(x), Ok(y), Ok(z)) =
                                (x.parse::<f32>(), y.parse::<f32>(), z.parse::<f32>())
                            {
                                material.set_uniform(name, (x, y, z));
                            }
                        }

                        Uniform::Color(color) => {
                            let mut canvas = ui.canvas();

                            let cursor = canvas.cursor();

                            canvas.rect(
                                Rect::new(cursor.x + 20.0, cursor.y, 50.0, 18.0),
                                Color::new(0.2, 0.2, 0.2, 1.0),
                                Color::new(color.x, color.y, color.z, 1.0),
                            );

                            if ui.button(None, "change") {
                                colorpicker_window = true;
                                color_picking_uniform = Some(name.to_owned());
                            }
                            material.set_uniform(name, (color.x, color.y, color.z));
                        }
                    }
                }
                ui.separator();
                if ui.button(None, "New uniform") {
                    new_uniform_window = true;
                }
                TreeNode::new(hash!(), "Fragment shader")
                    .init_unfolded()
                    .ui(ui, |ui| {
                        if ui.editbox(hash!(), vec2(440., 200.), &mut fragment_shader) {
                            need_update = true;
                        };
                    });
                ui.tree_node(hash!(), "Vertex shader", |ui| {
                    if ui.editbox(hash!(), vec2(440., 300.), &mut vertex_shader) {
                        need_update = true;
                    };
                });

                if let Some(ref error) = error {
                    Label::new(error).multiline(14.0).ui(ui);
                }
            });

        if new_uniform_window {
            widgets::Window::new(hash!(), vec2(100., 100.), vec2(200., 80.))
                .label("New uniform")
                .ui(&mut *root_ui(), |ui| {
                    if ui.active_window_focused() == false {
                        new_uniform_window = false;
                    }
                    ui.input_text(hash!(), "Name", &mut new_uniform_name);
                    let uniform_type = ui.combo_box(
                        hash!(),
                        "Type",
                        &["Float1", "Float2", "Float3", "Color"],
                        None,
                    );

                    if ui.button(None, "Add") {
                        if new_uniform_name.is_empty() == false {
                            let uniform = match uniform_type {
                                0 => Uniform::Float1("0".to_string()),
                                1 => Uniform::Float2("0".to_string(), "0".to_string()),
                                2 => Uniform::Float3(
                                    "0".to_string(),
                                    "0".to_string(),
                                    "0".to_string(),
                                ),
                                3 => Uniform::Color(vec3(0.0, 0.0, 0.0)),
                                _ => unreachable!(),
                            };
                            uniforms.push((new_uniform_name.clone(), uniform));
                            new_uniform_name.clear();
                            need_update = true;
                        }
                        new_uniform_window = false;
                    }

                    ui.same_line(0.0);
                    if ui.button(None, "Cancel") {
                        new_uniform_window = false;
                    }
                });
        }

        if colorpicker_window {
            colorpicker_window &= widgets::Window::new(hash!(), vec2(140., 100.), vec2(210., 240.))
                .label("Colorpicker")
                .ui(&mut *root_ui(), |ui| {
                    if ui.active_window_focused() == false {
                        colorpicker_window = false;
                    }

                    let mut canvas = ui.canvas();
                    let cursor = canvas.cursor();
                    let mouse = mouse_position();
                    let x = mouse.0 as i32 - cursor.x as i32;
                    let y = mouse.1 as i32 - (cursor.y as i32 + 20);

                    let color = color_picker_image
                        .get_pixel(x.max(0).min(199) as u32, y.max(0).min(199) as u32);

                    canvas.rect(
                        Rect::new(cursor.x, cursor.y, 200.0, 18.0),
                        Color::new(0.0, 0.0, 0.0, 1.0),
                        Color::new(color.r, color.g, color.b, 1.0),
                    );
                    canvas.image(
                        Rect::new(cursor.x, cursor.y + 20.0, 200.0, 200.0),
                        &color_picker_texture,
                    );

                    if x >= 0 && x < 200 && y >= 0 && y < 200 {
                        canvas.rect(
                            Rect::new(mouse.0 - 3.5, mouse.1 - 3.5, 7.0, 7.0),
                            Color::new(0.3, 0.3, 0.3, 1.0),
                            Color::new(1.0, 1.0, 1.0, 1.0),
                        );

                        if is_mouse_button_down(MouseButton::Left) {
                            colorpicker_window = false;
                            let uniform_name = color_picking_uniform.take().unwrap();

                            uniforms
                                .iter_mut()
                                .find(|(name, _)| name == &uniform_name)
                                .unwrap()
                                .1 = Uniform::Color(vec3(color.r, color.g, color.b));
                        }
                    }
                });
        }

        if need_update {
            let uniforms = uniforms
                .iter()
                .map(|(name, uniform)| (name.clone(), uniform.uniform_type()))
                .collect::<Vec<_>>();

            match load_material(
                ShaderSource::Glsl {
                    vertex: &vertex_shader,
                    fragment: &fragment_shader,
                },
                MaterialParams {
                    pipeline_params,
                    uniforms,
                    textures: vec![],
                },
            ) {
                Ok(new_material) => {
                    material = new_material;
                    error = None;
                }
                Err(err) => {
                    error = Some(format!("{:#?}", err));
                }
            }
        }

        next_frame().await
    }
}