Test more realistic values

This commit is contained in:
hodasemi 2025-03-14 14:19:49 +01:00
parent 402a1b8ddf
commit 52d540e210
4 changed files with 24 additions and 22 deletions

View file

@ -111,7 +111,7 @@ void own_implementation() {
int miss_shader_index = 0; int miss_shader_index = 0;
int sbt_record_stride = 0; int sbt_record_stride = 0;
float tmin = 0.001; float tmin = 0.001;
float tmax = 1000000000.0; float tmax = 1000000000000.0;
vec3 direction = reflect(gl_WorldRayDirectionEXT, normal); vec3 direction = reflect(gl_WorldRayDirectionEXT, normal);
@ -145,7 +145,7 @@ void own_implementation() {
int miss_shader_index = 0; int miss_shader_index = 0;
int sbt_record_stride = 0; int sbt_record_stride = 0;
float tmin = 0.001; float tmin = 0.001;
float tmax = 1000000000.0; float tmax = 1000000000000.0;
pay_load.depth++; pay_load.depth++;

View file

@ -41,7 +41,7 @@ void main()
int miss_shader_index = 0; int miss_shader_index = 0;
int sbt_record_stride = 0; int sbt_record_stride = 0;
float tmin = 0.001; float tmin = 0.001;
float tmax = 1000000000.0; float tmax = 1000000000000.0;
pay_load.depth = 0; pay_load.depth = 0;

View file

@ -8,12 +8,7 @@ use engine::prelude::{
*, *,
}; };
use crate::{ use crate::{FREE_CAMERA_CONTROL, celestial_object::*};
FREE_CAMERA_CONTROL,
celestial_object::{
CelestialClass, CelestialObject, CelestialObjectSettings, CelestialReference,
},
};
#[derive(Clone, Copy, Debug)] #[derive(Clone, Copy, Debug)]
struct PlayerEntity(Entity); struct PlayerEntity(Entity);
@ -57,7 +52,7 @@ impl Default for InputSettings {
), ),
( (
("Thrustmaster T.16000M".to_string(), 1, Input::Axis(1)), ("Thrustmaster T.16000M".to_string(), 1, Input::Axis(1)),
(Control::Throttle, false), (Control::Throttle, true),
), ),
( (
("Thrustmaster T.16000M".to_string(), 1, Input::Axis(2)), ("Thrustmaster T.16000M".to_string(), 1, Input::Axis(2)),
@ -287,26 +282,33 @@ impl Game {
} }
pub fn setup_scene(world: &mut World) -> Result<()> { pub fn setup_scene(world: &mut World) -> Result<()> {
// let mut fighter = AssetHandler::create(world).create_entity("fighter_edited")?; world
// fighter.insert_component(FreeSpaceControl::new( .resources
// 0.02, .get_mut::<Scene>()
// FreeSpaceControlSettings::default(), .view_mut()
// )); .camera_mut()
.look_at(false);
// let player = PlayerEntity(world.add_entity(fighter)?); let mut fighter = AssetHandler::create(world).create_entity("fighter_edited")?;
// world.resources.insert(player); fighter.insert_component(FreeSpaceControl::new(
0.02,
FreeSpaceControlSettings::default(),
));
let player = PlayerEntity(world.add_entity(fighter)?);
world.resources.insert(player);
world.resources.insert(InputSettings::default()); world.resources.insert(InputSettings::default());
let mut example_sun = CelestialObject::new(world, CelestialClass::Sun, 5, None)?; let mut example_sun = CelestialObject::new(world, CelestialClass::Sun, 5, None)?;
let sun_settings = example_sun.get_component_mut::<CelestialObjectSettings>()?; let sun_settings = example_sun.get_component_mut::<CelestialObjectSettings>()?;
sun_settings.location = vec3(10_000.0, 10_000.0, 0.0); sun_settings.location = vec3(1_000_000_000.0, 1_000_000_000.0, 0.0);
sun_settings.radius = 1_000.0; sun_settings.radius = 696_340_000.0;
let sun_entity = world.add_entity(example_sun)?; let sun_entity = world.add_entity(example_sun)?;
let mut example_planet = CelestialObject::new(world, CelestialClass::Solid, 5, sun_entity)?; let mut example_planet = CelestialObject::new(world, CelestialClass::Solid, 5, sun_entity)?;
let sun_settings = example_planet.get_component_mut::<CelestialObjectSettings>()?; let sun_settings = example_planet.get_component_mut::<CelestialObjectSettings>()?;
sun_settings.location.x = 1000.0; sun_settings.location.x = 10_000_000.0;
sun_settings.radius = 250.0; sun_settings.radius = 6_378_000.0;
world.add_entity(example_planet)?; world.add_entity(example_planet)?;
let context = world.resources.get::<Context>(); let context = world.resources.get::<Context>();

View file

@ -12,7 +12,7 @@ use game::Game;
use game_state::GameState; use game_state::GameState;
use skybox::SkyBox; use skybox::SkyBox;
const FREE_CAMERA_CONTROL: bool = true; const FREE_CAMERA_CONTROL: bool = false;
fn main() -> Result<()> { fn main() -> Result<()> {
let mut world_builder = World::builder(); let mut world_builder = World::builder();