cleanup
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33bb26b8e1
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@ -22,8 +22,6 @@ pub struct CameraController {
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pub enabled: bool,
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pub initialized: bool,
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pub sensitivity: f32,
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pub move_speed: f32,
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pub friction: f32,
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pub pitch: f32,
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pub yaw: f32,
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}
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@ -34,8 +32,6 @@ impl Default for CameraController {
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enabled: true,
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initialized: false,
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sensitivity: 0.5,
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move_speed: 30.0,
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friction: 0.05,
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pitch: 1.0, // pitch=0/yaw=0 -> face sun
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yaw: 0.3,
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}
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@ -105,7 +101,6 @@ fn run_camera_controller(
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}
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if key_input.pressed(settings.key_stop) {
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actor.v = actor.v * (1.0 - controller.friction);
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if actor.v.length_squared() < 1e-6 {
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actor.v = Vec3::ZERO;
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}
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@ -116,7 +111,7 @@ fn run_camera_controller(
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// Apply movement update
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let acceleration: Vec3;
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if axis_input != Vec3::ZERO {
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acceleration = axis_input.normalize() * controller.move_speed;
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acceleration = axis_input.normalize();
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engine.current_warmup = (engine.current_warmup + dt / engine.warmup_seconds).clamp(0.0, 1.0);
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play_thruster_sound = !settings.mute_sfx;
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} else {
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@ -131,9 +126,12 @@ fn run_camera_controller(
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});
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let right = *transform.right() * engine.thrust_sideways * engine.current_warmup;
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let up = *transform.up() * engine.thrust_sideways * engine.current_warmup;
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actor.v += acceleration.x * dt * right
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+ acceleration.y * dt * up
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+ acceleration.z * dt * forward;
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let speed_multiplier = 30.0;
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actor.v += speed_multiplier * dt *
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( acceleration.x * right
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+ acceleration.y * up
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+ acceleration.z * forward);
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// Handle mouse input
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let mut mouse_delta = Vec2::ZERO;
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