2023-01-17 11:18:53 +00:00
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use anyhow::Result;
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use cgmath::{ortho, vec2, vec3, vec4, Deg, InnerSpace, Matrix4, Rad, Vector2, Vector3, Vector4};
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use rfactor_sm_reader::*;
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use serde::{Deserialize, Serialize};
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use vulkan_rs::prelude::*;
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use std::sync::{Arc, Mutex};
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use super::pipeline::SingleColorPipeline;
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use crate::{
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overlay::{rendering::Rendering, rfactor_data::DataReceiver, UiOverlay},
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write_log,
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};
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#[derive(Clone)]
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pub struct PositionOnlyVertex {
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pub position: Vector4<f32>,
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}
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impl PositionOnlyVertex {
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///
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/// corners[0] - bottom left
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/// corners[1] - top left
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/// corners[2] - top right
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/// corners[3] - bottom right
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///
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pub fn from_2d_corners(ortho: Matrix4<f32>, corners: [Vector2<f32>; 4]) -> [Self; 6] {
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[
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Self {
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position: ortho * corners[0].extend(0.0).extend(1.0),
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},
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Self {
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position: ortho * corners[1].extend(0.0).extend(1.0),
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},
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Self {
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position: ortho * corners[2].extend(0.0).extend(1.0),
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},
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Self {
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position: ortho * corners[2].extend(0.0).extend(1.0),
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},
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Self {
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position: ortho * corners[3].extend(0.0).extend(1.0),
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},
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Self {
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position: ortho * corners[0].extend(0.0).extend(1.0),
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},
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]
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}
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}
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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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#[derive(Deserialize, Serialize, Clone, Copy, Debug)]
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pub struct RadarConfig {
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pub radar_scale: f32,
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pub radar_center_factor: f32,
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pub radar_transparency: f32,
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pub height_scale: f32,
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pub width_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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impl RadarConfig {
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pub const fn new() -> Self {
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Self {
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radar_scale: 1.0,
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radar_center_factor: 0.25,
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radar_transparency: 0.5,
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height_scale: 0.15,
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width_scale: 0.4,
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radar_car_distance: 20.0,
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safe_color: vec3(0.0, 0.75, 0.0),
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danger_color: vec3(0.75, 0.0, 0.0),
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}
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}
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}
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pub struct Radar {
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// config
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config: RadarConfig,
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// radar objects
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background: Option<RadarObject>,
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player_car: RadarObject,
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cars: Vec<RadarObject>,
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// buffer car objects, to prevent recreating them every update
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car_handles: Vec<RadarObject>,
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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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device: Arc<Device>,
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queue: Arc<Mutex<Queue>>,
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pipeline: SingleColorPipeline,
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render_target: RenderTarget,
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}
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impl Radar {
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pub fn new(
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config: RadarConfig,
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device: Arc<Device>,
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queue: Arc<Mutex<Queue>>,
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rendering: &Rendering,
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) -> Result<Self> {
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let radar_extent = rendering.swapchain().width() as f32 * 0.075 * config.radar_scale;
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let car_height = radar_extent * config.height_scale;
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let car_width = car_height * config.width_scale;
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let radar_center = vec2(
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rendering.swapchain().width() as f32 / 2.0,
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rendering.swapchain().height() as f32 / 2.0
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- rendering.swapchain().height() as f32 * config.radar_center_factor,
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);
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let flip_y = matrix4_from_diagonal(vec3(1.0, -1.0, 1.0));
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let ortho = flip_y
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* ortho(
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0.0,
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rendering.swapchain().width() as f32,
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0.0,
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rendering.swapchain().height() as f32,
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-1.0,
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1.0,
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);
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let render_target = RenderTarget::builder()
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.add_sub_pass(
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SubPass::builder(
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rendering.swapchain().width(),
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rendering.swapchain().height(),
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)
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.set_prepared_targets(&rendering.images(), 0, [0.0, 0.0, 0.0, 1.0], false)
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.build(&device, &queue)?,
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)
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.build(&device)?;
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let pipeline = SingleColorPipeline::new(
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device.clone(),
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render_target.render_pass(),
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rendering.swapchain().width(),
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rendering.swapchain().height(),
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)?;
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Ok(Self {
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config,
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background: if config.radar_transparency == 0.0 {
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None
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} else {
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Some(RadarObject::new(
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device.clone(),
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pipeline.descriptor_layout(),
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PositionOnlyVertex::from_2d_corners(
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ortho * Matrix4::from_translation(radar_center.extend(0.0)),
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[
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vec2(-radar_extent, -radar_extent),
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vec2(-radar_extent, radar_extent),
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vec2(radar_extent, radar_extent),
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vec2(radar_extent, -radar_extent),
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],
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),
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[0.5, 0.5, 0.5, config.radar_transparency],
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)?)
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},
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player_car: RadarObject::new(
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device.clone(),
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pipeline.descriptor_layout(),
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PositionOnlyVertex::from_2d_corners(
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ortho * Matrix4::from_translation(radar_center.extend(0.0)),
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[
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vec2(-car_width, -car_height),
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vec2(-car_width, car_height),
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vec2(car_width, car_height),
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vec2(car_width, -car_height),
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],
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),
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[0.0, 0.9, 0.0, 0.9],
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)?,
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cars: Vec::new(),
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car_handles: Vec::new(),
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radar_center,
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ortho,
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_window_width: rendering.swapchain().width(),
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_window_height: rendering.swapchain().height(),
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radar_extent,
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car_width,
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car_height,
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device,
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queue,
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render_target,
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pipeline,
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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.pipeline.descriptor_layout(),
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Self::create_car_vertices(
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self.ortho
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* Matrix4::from_translation(self.radar_center.extend(0.0))
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* Matrix4::from_translation(offset.extend(0.0)),
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self.car_width,
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self.car_height,
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),
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color,
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)
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}
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fn create_car_vertices(
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mvp: Matrix4<f32>,
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car_width: f32,
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car_height: f32,
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) -> [PositionOnlyVertex; 6] {
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PositionOnlyVertex::from_2d_corners(
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mvp,
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[
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vec2(-car_width, -car_height),
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vec2(-car_width, car_height),
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vec2(car_width, car_height),
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vec2(car_width, -car_height),
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],
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)
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}
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pub fn render(&self, image_index: u32) -> Result<Arc<CommandBuffer>> {
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let command_buffer =
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CommandBuffer::new_primary().build(self.device.clone(), self.queue.clone())?;
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{
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let mut recorder = command_buffer.begin(VkCommandBufferBeginInfo::new(
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VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
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| VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT,
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))?;
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self.render_target
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.begin(&recorder, VK_SUBPASS_CONTENTS_INLINE, image_index as usize);
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recorder.bind_pipeline(self.pipeline.pipeline())?;
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for object in self.objects() {
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let buffer = &object.position_buffer;
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recorder.bind_descriptor_sets_minimal(&[&object.descriptor_set]);
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recorder.bind_vertex_buffer(buffer);
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recorder.draw_complete_single_instance(buffer.size() as u32);
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}
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self.render_target.end(&recorder);
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}
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Ok(command_buffer)
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}
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fn objects(&self) -> Vec<&RadarObject> {
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write_log!(" =================== get objects of radar ===================");
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let mut objects = Vec::new();
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2023-01-17 14:44:11 +00:00
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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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if let Some(background) = &self.background {
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objects.push(background);
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}
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2023-01-17 11:18:53 +00:00
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2023-01-17 14:44:11 +00:00
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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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2023-01-17 14:44:11 +00:00
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write_log!(format!("obj count {}", objects.len()));
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2023-01-17 11:18:53 +00:00
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objects
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}
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}
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2023-01-17 14:44:11 +00:00
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impl UiOverlay for Radar {}
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impl DataReceiver for Radar {
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fn scoring_update(&mut self, _vehicle_scoring: &[VehicleScoringInfoV01]) -> Result<()> {
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Ok(())
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}
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fn telemetry_update(
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&mut self,
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player_id: Option<i32>,
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telemetries: &[rF2VehicleTelemetry],
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) -> Result<()> {
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write_log!(" ============================ Radar telemetry udpate ======================");
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write_log!(format!("player id {:?}", player_id));
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self.cars.clear();
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if let Some(player_id) = player_id {
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// make sure there are enough cars in buffer
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if self.car_handles.len() < telemetries.len() {
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let size_diff = telemetries.len() - self.car_handles.len();
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for _ in 0..size_diff {
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self.car_handles
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.push(self.create_car_object(vec2(0.0, 0.0), [0.0, 0.0, 0.0, 0.0])?);
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}
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}
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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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let car = CarPosition::new(
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convert_vec(telemetry.position),
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[
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convert_vec(telemetry.orientation[0]),
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convert_vec(telemetry.orientation[1]),
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convert_vec(telemetry.orientation[2]),
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],
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);
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if telemetry.id == player_id {
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player_position = car
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} else {
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other_positions.push(car);
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}
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}
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// update radar objects
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let mut buffer_car_index = 0;
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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 to the players car
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if distance < self.config.radar_car_distance {
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let offset = diff.xz() * (self.radar_extent / self.config.radar_car_distance);
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let buffered_car = self.car_handles[buffer_car_index].clone();
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buffer_car_index += 1;
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buffered_car.update(
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self.ortho,
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offset,
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player_position.rotation,
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other_position.rotation,
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self.radar_center,
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self.car_width,
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self.car_height,
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[0.9, 0.9, 0.0, 0.9],
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)?;
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self.cars.push(buffered_car);
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}
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}
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}
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2023-01-17 14:44:11 +00:00
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write_log!(format!("other cars: {:?}", self.cars.len()));
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2023-01-17 11:18:53 +00:00
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Ok(())
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}
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}
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#[derive(Clone)]
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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(
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&self,
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ortho: Matrix4<f32>,
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offset: Vector2<f32>,
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player_rotation: impl Into<Deg<f32>>,
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rotation: impl Into<Deg<f32>>,
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radar_center: Vector2<f32>,
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car_width: f32,
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car_height: f32,
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color: [f32; 4],
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) -> Result<()> {
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self.position_buffer.fill(&Radar::create_car_vertices(
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ortho
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* Matrix4::from_translation(radar_center.extend(0.0))
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* Matrix4::from_angle_z(-player_rotation.into())
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* Matrix4::from_translation(offset.extend(0.0))
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* Matrix4::from_angle_z(rotation.into()),
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car_width,
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car_height,
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))?;
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self.color_buffer.fill(&color)
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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 rotation: Rad<f32>,
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}
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impl CarPosition {
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fn new(position: Vector3<f32>, orientation: [Vector3<f32>; 3]) -> Self {
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Self {
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position,
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rotation: Rad(orientation[2].x.atan2(orientation[2].z)),
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}
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}
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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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rotation: Rad(0.0),
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}
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}
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}
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const fn matrix4_from_diagonal(diagonal: Vector3<f32>) -> Matrix4<f32> {
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Matrix4::from_cols(
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vec4(diagonal.x, 0.0, 0.0, 0.0),
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vec4(0.0, diagonal.y, 0.0, 0.0),
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vec4(0.0, 0.0, diagonal.z, 0.0),
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vec4(0.0, 0.0, 0.0, 1.0),
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)
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}
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