2023-01-12 16:45:06 +00:00
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use anyhow::Result;
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2023-01-14 19:15:43 +00:00
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use cgmath::{ortho, vec2, vec3, InnerSpace, Matrix4, Vector2, Vector3, VectorSpace};
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2023-01-13 07:11:53 +00:00
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use rfactor_sm_reader::*;
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use vulkan_rs::prelude::*;
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2023-01-15 05:58:23 +00:00
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use std::{sync::Arc, time::Instant};
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2023-01-13 07:11:53 +00:00
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use super::rendering::PositionOnlyVertex;
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use crate::write_log;
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2023-01-13 07:11:53 +00:00
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fn convert_vec(v: rF2Vec3) -> Vector3<f32> {
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vec3(v.x as f32, v.y as f32, v.z as f32)
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}
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2023-01-13 07:11:53 +00:00
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pub trait RenderObject {
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fn descriptor(&self) -> &Arc<DescriptorSet>;
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fn buffer(&self) -> &Arc<Buffer<PositionOnlyVertex>>;
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}
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2023-01-12 16:45:06 +00:00
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2023-01-14 19:15:43 +00:00
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pub struct DataConfig {
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pub radar_scale: f32,
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pub radar_car_distance: f32,
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pub safe_color: Vector3<f32>,
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pub danger_color: Vector3<f32>,
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}
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2023-01-12 16:45:06 +00:00
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pub struct RFactorData {
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// config
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config: DataConfig,
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// rf2 memory mapped data
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telemetry_reader: TelemetryReader,
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scoring_reader: ScoringReader,
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// radar objects
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background: RadarObject,
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player_car: RadarObject,
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cars: Vec<RadarObject>,
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// game info
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player_id: Option<i32>,
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// math objects
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radar_center: Vector2<f32>,
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ortho: Matrix4<f32>,
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window_width: u32,
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window_height: u32,
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radar_extent: f32,
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car_width: f32,
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car_height: f32,
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start_time: Instant,
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device: Arc<Device>,
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descriptor_layout: Arc<DescriptorSetLayout>,
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}
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impl RFactorData {
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pub fn new(
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config: DataConfig,
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device: Arc<Device>,
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descriptor_layout: &Arc<DescriptorSetLayout>,
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width: u32,
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height: u32,
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) -> Result<Self> {
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write_log!(" =================== create RFactorData ===================");
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let radar_extent = width as f32 * 0.075 * config.radar_scale;
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let car_height = radar_extent * 0.2;
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let car_width = car_height * 0.5;
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let radar_center = vec2(
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width as f32 / 2.0,
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height as f32 / 2.0 + height as f32 * 0.25,
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);
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let ortho = ortho(0.0, width as f32, 0.0, height as f32, -1.0, 1.0);
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let start_time = Instant::now();
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Ok(Self {
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config,
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telemetry_reader: TelemetryReader::new(start_time.elapsed().as_secs_f32())?,
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scoring_reader: ScoringReader::new(start_time.elapsed().as_secs_f32())?,
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background: RadarObject::new(
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device.clone(),
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descriptor_layout,
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PositionOnlyVertex::from_2d_corners(
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ortho,
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[
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vec2(radar_center.x - radar_extent, radar_center.y - radar_extent),
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vec2(radar_center.x - radar_extent, radar_center.y + radar_extent),
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vec2(radar_center.x + radar_extent, radar_center.y + radar_extent),
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vec2(radar_center.x + radar_extent, radar_center.y - radar_extent),
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],
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),
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[0.5, 0.5, 0.5, 0.5],
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)?,
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player_car: RadarObject::new(
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device.clone(),
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descriptor_layout,
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PositionOnlyVertex::from_2d_corners(
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ortho,
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[
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vec2(radar_center.x - car_width, radar_center.y - car_height),
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vec2(radar_center.x - car_width, radar_center.y + car_height),
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vec2(radar_center.x + car_width, radar_center.y + car_height),
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vec2(radar_center.x + car_width, radar_center.y - car_height),
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],
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),
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[0.9, 0.9, 0.0, 0.9],
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)?,
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cars: Vec::new(),
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player_id: None,
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radar_center,
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ortho,
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window_width: width,
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window_height: height,
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radar_extent,
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car_width,
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car_height,
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start_time,
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device,
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descriptor_layout: descriptor_layout.clone(),
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})
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}
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fn create_car_object(&self, offset: Vector2<f32>, color: [f32; 4]) -> Result<RadarObject> {
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write_log!(" =================== create car object ===================");
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RadarObject::new(
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self.device.clone(),
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&self.descriptor_layout,
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PositionOnlyVertex::from_2d_corners(
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self.ortho,
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[
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vec2(
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self.radar_center.x - self.car_width + offset.x,
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self.radar_center.y - self.car_height + offset.y,
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),
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vec2(
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self.radar_center.x - self.car_width + offset.x,
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self.radar_center.y + self.car_height + offset.y,
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),
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vec2(
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self.radar_center.x + self.car_width + offset.x,
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self.radar_center.y + self.car_height + offset.y,
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),
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vec2(
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self.radar_center.x + self.car_width + offset.x,
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self.radar_center.y - self.car_height + offset.y,
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),
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],
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),
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color,
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)
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}
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fn now(&self) -> f32 {
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self.start_time.elapsed().as_secs_f32()
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}
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pub fn update(&mut self) -> Result<()> {
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write_log!(" =================== update RFactorData ===================");
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// get scoring info
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if let Some((scoring_info, vehicle_scorings)) =
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self.scoring_reader.vehicle_scoring(self.now())
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{
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write_log!(format!(
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"new scoring info: vehicles: {}",
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scoring_info.mNumVehicles
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));
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// check for player id
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if scoring_info.mNumVehicles == 0 {
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self.player_id = None;
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} else if self.player_id.is_none() {
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for vehicle_scoring in vehicle_scorings.iter() {
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if vehicle_scoring.mIsPlayer != 0 {
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write_log!(format!("player found: {}", vehicle_scoring.mID));
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self.player_id = Some(vehicle_scoring.mID);
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break;
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}
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}
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}
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}
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// if player id is set (a map is loaded), check telemetry data
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if let Some(player_id) = &self.player_id {
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write_log!("before telemetry update");
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if let Some(telemetries) = self.telemetry_reader.query_telemetry(self.now()) {
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write_log!("new telemetry update");
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let mut player_position = CarPosition::default();
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let mut other_positions = Vec::new();
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for telemetry in telemetries {
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if telemetry.id == *player_id {
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player_position.position = convert_vec(telemetry.position);
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player_position.local_rotation = convert_vec(telemetry.local_rotation);
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} else {
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other_positions.push(CarPosition {
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position: convert_vec(telemetry.position),
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local_rotation: convert_vec(telemetry.local_rotation),
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});
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}
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}
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// update radar objects
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// naive way: clear cars and create them new if near enough
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self.cars.clear();
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for other_position in other_positions {
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let diff = player_position.position - other_position.position;
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let distance = diff.magnitude();
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// check if car is close enough the players car
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if distance < self.config.radar_car_distance {
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let distance_ratio = distance / self.config.radar_car_distance;
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let offset =
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diff.truncate() * (self.radar_extent / self.config.radar_car_distance);
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let color = self
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.config
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.danger_color
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.lerp(self.config.safe_color, distance_ratio);
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self.cars.push(
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self.create_car_object(offset, [color.x, color.y, color.z, 0.9])?,
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);
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}
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}
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}
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}
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Ok(())
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}
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pub fn objects(&self) -> Vec<&dyn RenderObject> {
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write_log!(" =================== get objects of RFactorData ===================");
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let mut objects: Vec<&dyn RenderObject> = Vec::new();
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// only draw radar when player is loaded into a map
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if let Some(player_id) = &self.player_id {
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// only draw radar when any car is near enough
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if !self.cars.is_empty() {
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objects.push(&self.background);
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for other_player_cars in &self.cars {
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objects.push(other_player_cars);
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}
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objects.push(&self.player_car);
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}
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}
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objects
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}
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}
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struct RadarObject {
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descriptor_set: Arc<DescriptorSet>,
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// uniform buffer
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color_buffer: Arc<Buffer<f32>>,
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// vertex buffer
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position_buffer: Arc<Buffer<PositionOnlyVertex>>,
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}
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impl RadarObject {
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fn new(
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device: Arc<Device>,
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descriptor_layout: &Arc<DescriptorSetLayout>,
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positions: [PositionOnlyVertex; 6],
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color: [f32; 4],
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) -> Result<Self> {
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let color_buffer = Buffer::builder()
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.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
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.set_memory_usage(MemoryUsage::CpuOnly)
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.set_data(&color)
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.build(device.clone())?;
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let position_buffer = Buffer::builder()
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.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
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.set_memory_usage(MemoryUsage::CpuOnly)
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.set_data(&positions)
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.build(device.clone())?;
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let descriptor_pool = DescriptorPool::builder()
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.set_layout(descriptor_layout.clone())
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.build(device.clone())?;
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let descriptor_set = descriptor_pool.prepare_set().allocate()?;
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descriptor_set.update(&[DescriptorWrite::uniform_buffers(0, &[&color_buffer])])?;
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Ok(Self {
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descriptor_set,
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color_buffer,
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position_buffer,
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})
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}
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pub fn update_color(&self, color: [f32; 4]) -> Result<()> {
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self.color_buffer.fill(&color)
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}
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}
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impl RenderObject for RadarObject {
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fn descriptor(&self) -> &Arc<DescriptorSet> {
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&self.descriptor_set
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}
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fn buffer(&self) -> &Arc<Buffer<PositionOnlyVertex>> {
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&self.position_buffer
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}
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}
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struct CarPosition {
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pub position: Vector3<f32>,
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pub local_rotation: Vector3<f32>,
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}
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impl Default for CarPosition {
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fn default() -> Self {
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Self {
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position: vec3(0.0, 0.0, 0.0),
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local_rotation: vec3(0.0, 0.0, 0.0),
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}
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}
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}
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