Struct thin_engine::prelude::Vec2
source · pub struct Vec2 {
pub x: f32,
pub y: f32,
}
Expand description
a vector made from a x and y coordinate.
Fields§
§x: f32
§y: f32
Implementations§
source§impl Vec2
impl Vec2
pub fn new(x: f32, y: f32) -> Vec2
pub fn extend(self, z: f32) -> Vec3
pub fn truncate(self) -> f32
sourcepub fn length_squared(self) -> f32
pub fn length_squared(self) -> f32
the length of the vector before being square rooted.
sourcepub fn distance_squared(self, other: Vec2) -> f32
pub fn distance_squared(self, other: Vec2) -> f32
distance between two vectors before being square rooted.
sourcepub fn dot(self, other: Vec2) -> f32
pub fn dot(self, other: Vec2) -> f32
get the dot product of 2 vectors. equal to the cosign of the angle between vectors.
sourcepub fn scale(self, scalar: f32) -> Vec2
pub fn scale(self, scalar: f32) -> Vec2
multiplies each value by the scalar.
Examples found in repository?
examples/simple.rs (line 69)
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fn main() {
use Action::*;
let (event_loop, window, display) = thin_engine::set_up().unwrap();
window.set_title("Walk Test");
let _ = window.set_cursor_grab(CursorGrabMode::Locked);
window.set_cursor_visible(false);
let mut input = InputMap::new([
(vec![Input::keycode(KeyCode::Space)], Jump),
(vec![Input::keycode(KeyCode::ArrowLeft), Input::keycode(KeyCode::KeyA)], Left),
(vec![Input::keycode(KeyCode::ArrowRight), Input::keycode(KeyCode::KeyD)], Right),
(vec![Input::keycode(KeyCode::ArrowUp), Input::keycode(KeyCode::KeyW)], Forward),
(vec![Input::keycode(KeyCode::ArrowDown), Input::keycode(KeyCode::KeyS)], Back)
]);
let (indices, verts, norms) = mesh!(
&display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
);
let draw_parameters = DrawParameters {
backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
..params::alias_3d()
};
let program = Program::from_source(
&display, shaders::VERTEX,
"#version 140
out vec4 colour;
in vec3 v_normal;
uniform vec3 light;
const vec3 albedo = vec3(0.1, 1.0, 0.3);
void main(){
float light_level = dot(light, v_normal);
colour = vec4(albedo * light_level, 1.0);
}", None,
).unwrap();
let mut pos = vec3(0.0, 0.0, -30.0);
let mut rot = vec2(0.0, 0.0);
let mut gravity = 0.0;
const DELTA: f32 = 0.016;
thin_engine::run(event_loop, &mut input, |input| {
display.resize(window.inner_size().into());
let mut frame = display.draw();
let view = Mat4::view_matrix_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
//handle gravity and jump
gravity += DELTA * 9.5;
if input.pressed(Jump) {
gravity = -10.0;
}
//set camera rotation
rot += input.mouse_move.scale(DELTA * 2.0);
rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
let rx = Quaternion::from_y_rotation(rot.x);
let ry = Quaternion::from_x_rotation(rot.y);
let rot = rx * ry;
//move player based on view and gravity
let x = input.axis(Right, Left);
let y = input.axis(Forward, Back);
let move_dir = vec3(x, 0.0, y).normalise();
pos += move_dir.transform(&Mat3::from_rot(rx)).scale(5.0 * DELTA);
pos.y = (pos.y - gravity * DELTA).max(0.0);
frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
//draw teapot
frame.draw(
(&verts, &norms), &indices,
&program, &uniform! {
view: view,
model: Mat4::from_scale(Vec3::splat(0.1)),
camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
light: vec3(1.0, -0.9, -1.0).normalise()
},
&draw_parameters,
).unwrap();
frame.finish().unwrap();
thread::sleep(Duration::from_millis(16));
}).unwrap();
}
More examples
examples/simple-fxaa.rs (line 105)
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fn main() {
use Action::*;
let (event_loop, window, display) = thin_engine::set_up().unwrap();
window.set_title("FXAA Test");
let _ = window.set_cursor_grab(CursorGrabMode::Locked);
window.set_cursor_visible(false);
let mut colour = ResizableTexture2D::default();
let mut depth = ResizableDepthTexture2D::default();
let mut input = InputMap::new([
(vec![Input::keycode(KeyCode::ArrowLeft), Input::keycode(KeyCode::KeyA)], Left),
(vec![Input::keycode(KeyCode::ArrowRight), Input::keycode(KeyCode::KeyD)], Right),
(vec![Input::keycode(KeyCode::ArrowUp), Input::keycode(KeyCode::KeyW)], Forward),
(vec![Input::keycode(KeyCode::ArrowDown), Input::keycode(KeyCode::KeyS)], Back),
(vec![Input::keycode(KeyCode::KeyF)], FXAA),
(vec![Input::keycode(KeyCode::Space)], Jump)
]);
let (screen_indices, verts, uvs) = mesh!(
&display, &screen::INDICES, &screen::VERTICES, &screen::UVS
);
let screen_mesh = (&verts, &uvs);
let (indices, verts, norms) = mesh!(
&display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
);
let teapot_mesh = (&verts, &norms);
let draw_parameters = DrawParameters {
backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
..params::alias_3d()
};
let mut fxaa_on = true;
let program = Program::from_source(
&display, shaders::VERTEX,
"#version 140
out vec4 colour;
in vec3 v_normal;
uniform vec3 light;
uniform mat4 camera;
uniform vec3 ambient;
uniform vec3 albedo;
uniform float shine;
void main() {
vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
vec3 half_dir = normalize(camera_dir + light);
float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
float light_level = max(dot(light, v_normal), 0.0);
colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
}", None
).unwrap();
let fxaa = shaders::fxaa_shader(&display).unwrap();
let normal = Program::from_source(
&display, shaders::SCREEN_VERTEX,
"#version 140
in vec2 uv;
uniform sampler2D tex;
out vec4 colour;
void main() {
colour = texture(tex, uv);
}", None
).unwrap();
let mut pos = vec3(0.0, 0.0, -30.0);
let mut rot = vec2(0.0, 0.0);
const DELTA: f32 = 0.016;
thin_engine::run(event_loop, &mut input, |input| {
// using a small resolution to show the effect.
// `let size = window.inner_size().into();`
// can be used isntead to set resolution to window size
let size = (380, 216);
display.resize(size);
depth.resize_to_display(&display);
colour.resize_to_display(&display);
//press f to toggle FXAA
if input.pressed(FXAA) { fxaa_on = !fxaa_on }
let colour = colour.texture.as_ref().unwrap();
let depth = depth.texture.as_ref().unwrap();
let mut frame = SimpleFrameBuffer::with_depth_buffer(
&display, colour, depth
).unwrap();
let view = Mat4::view_matrix_3d(size, 1.0, 1024.0, 0.1);
//set camera rotation
rot += input.mouse_move.scale(DELTA * 2.0);
rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
let rx = Quaternion::from_y_rotation(rot.x);
let ry = Quaternion::from_x_rotation(rot.y);
let rot = rx * ry;
//move player based on view
let x = input.axis(Right, Left);
let y = input.axis(Forward, Back);
let move_dir = vec3(x, 0.0, y).normalise().scale(5.0*DELTA);
pos += move_dir.transform(&Mat3::from_rot(rx));
frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
//draw teapot
frame.draw(
teapot_mesh, &indices,
&program, &uniform! {
view: view,
model: Mat4::from_scale(Vec3::splat(0.1)),
camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
light: vec3(0.1, 0.25, -1.0).normalise(),
albedo: vec3(0.5, 0.1, 0.4),
ambient: vec3(0.0, 0.05, 0.1),
shine: 10.0f32,
},
&draw_parameters,
).unwrap();
let mut frame = display.draw();
frame.draw(
screen_mesh, &screen_indices, if fxaa_on { &fxaa } else { &normal },
&shaders::fxaa_uniforms(colour), &DrawParameters::default()
).unwrap();
frame.finish().unwrap();
thread::sleep(Duration::from_millis(16));
}).unwrap();
}
Trait Implementations§
source§impl AddAssign for Vec2
impl AddAssign for Vec2
source§fn add_assign(&mut self, rhs: Vec2)
fn add_assign(&mut self, rhs: Vec2)
Performs the
+=
operation. Read moresource§impl AsUniformValue for Vec2
impl AsUniformValue for Vec2
source§fn as_uniform_value(&self) -> UniformValue<'_>
fn as_uniform_value(&self) -> UniformValue<'_>
Builds a
UniformValue
.source§impl DivAssign for Vec2
impl DivAssign for Vec2
source§fn div_assign(&mut self, rhs: Vec2)
fn div_assign(&mut self, rhs: Vec2)
Performs the
/=
operation. Read moresource§impl MulAssign for Vec2
impl MulAssign for Vec2
source§fn mul_assign(&mut self, rhs: Vec2)
fn mul_assign(&mut self, rhs: Vec2)
Performs the
*=
operation. Read moresource§impl PartialEq for Vec2
impl PartialEq for Vec2
source§impl PartialOrd for Vec2
impl PartialOrd for Vec2
1.0.0 · source§fn le(&self, other: &Rhs) -> bool
fn le(&self, other: &Rhs) -> bool
This method tests less than or equal to (for
self
and other
) and is used by the <=
operator. Read moresource§impl RemAssign for Vec2
impl RemAssign for Vec2
source§fn rem_assign(&mut self, rhs: Vec2)
fn rem_assign(&mut self, rhs: Vec2)
Performs the
%=
operation. Read moresource§impl SubAssign for Vec2
impl SubAssign for Vec2
source§fn sub_assign(&mut self, rhs: Vec2)
fn sub_assign(&mut self, rhs: Vec2)
Performs the
-=
operation. Read moreimpl Copy for Vec2
impl StructuralPartialEq for Vec2
Auto Trait Implementations§
impl Freeze for Vec2
impl RefUnwindSafe for Vec2
impl Send for Vec2
impl Sync for Vec2
impl Unpin for Vec2
impl UnwindSafe for Vec2
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)source§impl<T> CloneToUninit for Twhere
T: Copy,
impl<T> CloneToUninit for Twhere
T: Copy,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)source§impl<T> Content for Twhere
T: Copy,
impl<T> Content for Twhere
T: Copy,
source§unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
unsafe fn read<F, E>(size: usize, f: F) -> Result<T, E>
Prepares an output buffer, then turns this buffer into an
Owned
.
User-provided closure F
must only write to and not read from &mut Self
.source§fn get_elements_size() -> usize
fn get_elements_size() -> usize
Returns the size of each element.
source§fn to_void_ptr(&self) -> *const ()
fn to_void_ptr(&self) -> *const ()
Produces a pointer to the data.
source§fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>
fn ref_from_ptr<'a>(ptr: *mut (), size: usize) -> Option<*mut T>
Builds a pointer to this type from a raw pointer.
source§fn is_size_suitable(size: usize) -> bool
fn is_size_suitable(size: usize) -> bool
Returns true if the size is suitable to store a type like this.
source§impl<T> Downcast for Twhere
T: Any,
impl<T> Downcast for Twhere
T: Any,
source§fn into_any(self: Box<T>) -> Box<dyn Any>
fn into_any(self: Box<T>) -> Box<dyn Any>
Convert
Box<dyn Trait>
(where Trait: Downcast
) to Box<dyn Any>
. Box<dyn Any>
can
then be further downcast
into Box<ConcreteType>
where ConcreteType
implements Trait
.source§fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>
Convert
Rc<Trait>
(where Trait: Downcast
) to Rc<Any>
. Rc<Any>
can then be
further downcast
into Rc<ConcreteType>
where ConcreteType
implements Trait
.source§fn as_any(&self) -> &(dyn Any + 'static)
fn as_any(&self) -> &(dyn Any + 'static)
Convert
&Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &Any
’s vtable from &Trait
’s.source§fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)
Convert
&mut Trait
(where Trait: Downcast
) to &Any
. This is needed since Rust cannot
generate &mut Any
’s vtable from &mut Trait
’s.