Get something on the screen
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parent
52b6e96f83
commit
7b1df782da
3 changed files with 79 additions and 43 deletions
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@ -106,6 +106,8 @@ impl Overlay {
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swapchain.height(),
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swapchain.height(),
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)
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)
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.ok();
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.ok();
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write_log!("created RFactorData");
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}
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}
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// check twice for rfactor data, because of borrowing rules
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// check twice for rfactor data, because of borrowing rules
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@ -52,7 +52,6 @@ pub struct Rendering {
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render_target: RenderTarget,
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render_target: RenderTarget,
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command_buffer: Arc<CommandBuffer>,
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command_buffer: Arc<CommandBuffer>,
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device: Arc<Device>,
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queue: Arc<Mutex<Queue>>,
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queue: Arc<Mutex<Queue>>,
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}
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}
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@ -99,7 +98,6 @@ impl Rendering {
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render_target,
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render_target,
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command_buffer: CommandBuffer::new_primary().build(device.clone(), queue.clone())?,
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command_buffer: CommandBuffer::new_primary().build(device.clone(), queue.clone())?,
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device,
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queue,
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queue,
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})
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})
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}
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}
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@ -3,9 +3,10 @@ use cgmath::{ortho, vec2, vec3, InnerSpace, Matrix4, Vector2, Vector3, VectorSpa
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use rfactor_sm_reader::*;
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use rfactor_sm_reader::*;
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use vulkan_rs::prelude::*;
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use vulkan_rs::prelude::*;
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use std::sync::Arc;
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use std::{sync::Arc, time::Instant};
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use super::rendering::PositionOnlyVertex;
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use super::rendering::PositionOnlyVertex;
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use crate::write_log;
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fn convert_vec(v: rF2Vec3) -> Vector3<f32> {
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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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vec3(v.x as f32, v.y as f32, v.z as f32)
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@ -44,9 +45,12 @@ pub struct RFactorData {
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ortho: Matrix4<f32>,
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ortho: Matrix4<f32>,
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window_width: u32,
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window_width: u32,
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window_height: 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_width: f32,
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car_height: 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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device: Arc<Device>,
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descriptor_layout: Arc<DescriptorSetLayout>,
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descriptor_layout: Arc<DescriptorSetLayout>,
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}
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}
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@ -59,6 +63,8 @@ impl RFactorData {
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width: u32,
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width: u32,
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height: u32,
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height: u32,
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) -> Result<Self> {
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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 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_height = radar_extent * 0.2;
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let car_width = car_height * 0.5;
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let car_width = car_height * 0.5;
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@ -68,12 +74,13 @@ impl RFactorData {
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);
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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 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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Ok(Self {
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config,
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config,
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telemetry_reader: TelemetryReader::new()?,
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telemetry_reader: TelemetryReader::new(start_time.elapsed().as_secs_f32())?,
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scoring_reader: ScoringReader::new()?,
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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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background: RadarObject::new(
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device.clone(),
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device.clone(),
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@ -111,15 +118,20 @@ impl RFactorData {
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ortho,
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ortho,
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window_width: width,
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window_width: width,
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window_height: height,
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window_height: height,
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radar_extent,
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car_width,
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car_width,
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car_height,
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car_height,
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start_time,
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device,
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device,
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descriptor_layout: descriptor_layout.clone(),
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descriptor_layout: descriptor_layout.clone(),
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})
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})
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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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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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RadarObject::new(
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self.device.clone(),
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self.device.clone(),
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&self.descriptor_layout,
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&self.descriptor_layout,
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@ -148,59 +160,81 @@ impl RFactorData {
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)
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)
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}
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}
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pub fn update(&mut self) -> Result<()> {
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fn now(&self) -> f32 {
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// get scoring info
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self.start_time.elapsed().as_secs_f32()
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let (scoring_info, vehicle_scorings) = self.scoring_reader.vehicle_scoring();
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}
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// check for player id
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pub fn update(&mut self) -> Result<()> {
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if scoring_info.mNumVehicles == 0 {
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write_log!(" =================== update RFactorData ===================");
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self.player_id = None;
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} else if self.player_id.is_none() {
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// get scoring info
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for vehicle_scoring in vehicle_scorings.iter() {
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if let Some((scoring_info, vehicle_scorings)) =
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if vehicle_scoring.mIsPlayer != 0 {
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self.scoring_reader.vehicle_scoring(self.now())
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self.player_id = Some(vehicle_scoring.mID);
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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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}
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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 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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if let Some(player_id) = &self.player_id {
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let telemetries = self.telemetry_reader.query_telemetry();
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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 player_position = CarPosition::default();
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let mut other_positions = Vec::new();
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let mut other_positions = Vec::new();
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for telemetry in telemetries {
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for telemetry in telemetries {
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if telemetry.id == *player_id {
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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.position = convert_vec(telemetry.position);
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player_position.local_rotation = convert_vec(telemetry.local_rotation);
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player_position.local_rotation = convert_vec(telemetry.local_rotation);
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} else {
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} else {
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other_positions.push(CarPosition {
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other_positions.push(CarPosition {
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position: convert_vec(telemetry.position),
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position: convert_vec(telemetry.position),
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local_rotation: convert_vec(telemetry.local_rotation),
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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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}
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}
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}
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// update radar objects
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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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// naive way: clear cars and create them new if near enough
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self.cars.clear();
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self.cars.clear();
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for other_position in other_positions {
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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 diff = player_position.position - other_position.position;
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let distance = diff.magnitude();
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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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// check if car is close enough the players car
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if distance < self.config.radar_car_distance {
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if distance < self.config.radar_car_distance {
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let offset = diff.truncate();
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let distance_ratio = distance / self.config.radar_car_distance;
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let color = self.config.danger_color.lerp(
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self.config.safe_color,
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distance / self.config.radar_car_distance,
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);
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self.cars
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let offset =
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.push(self.create_car_object(offset, [color.x, color.y, color.z, 0.9])?);
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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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}
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}
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}
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@ -209,6 +243,8 @@ impl RFactorData {
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}
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}
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pub fn objects(&self) -> Vec<&dyn RenderObject> {
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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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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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// only draw radar when player is loaded into a map
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