misc conf changes and stuffs
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c676c93637
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3e5e51401a
3 changed files with 7 additions and 17 deletions
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@ -52,7 +52,7 @@ impl Default for MovementSettings {
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fn default() -> Self {
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Self {
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accel: 20.0,
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gravity: 9.8,
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gravity: 4.8,
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}
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}
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}
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@ -35,7 +35,7 @@ impl Default for WheelConfig {
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rear_back: 1.0,
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y: -0.1,
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limits: [-0.5, 0.1],
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stiffness: 150.0,
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stiffness: 190.0,
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damping: 8.0,
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radius: 0.25,
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thickness: 0.11,
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@ -12,7 +12,7 @@ use wgpu::PrimitiveTopology;
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use crate::Label;
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pub const PLANET_RADIUS: f32 = 3_000.0;
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pub const PLANET_RADIUS: f32 = 4_000.0;
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pub const PLANET_HUE: f32 = 31.0;
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pub const PLANET_SATURATION: f32 = 1.0;
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@ -86,7 +86,7 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
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.raw_points()
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.iter()
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.map(|&p| {
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let disp = noise.get(p.as_dvec3().into()) as f32 * 0.05;
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let disp = (noise.get(p.as_dvec3().into()) * 0.03f64) as f32;
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let pt = p + (p.normalize() * disp);
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pt.into()
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})
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@ -104,13 +104,7 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
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max = v.max(max);
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}
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let uvs = generated.raw_data().to_owned();
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let mut indices = Vec::with_capacity(generated.indices_per_main_triangle() * 20);
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for i in 0..20 {
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generated.get_indices(i, &mut indices);
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}
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let indices = generated.get_all_indices();
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let mut idxs = Vec::new();
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for idx in indices.chunks_exact(3) {
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@ -118,9 +112,7 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
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}
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let indices = Indices::U32(indices);
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let shape = Collider::trimesh(points.iter().map(|p| Vect::from_slice(p)).collect(), idxs);
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dbg!(&points.len());
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let collider = Collider::trimesh(points.iter().map(|p| Vect::from_slice(p)).collect(), idxs);
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let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
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mesh.set_indices(Some(indices));
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@ -135,8 +127,6 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
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.as_float3()
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.unwrap();
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dbg!(&tri_list.len());
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let mut rng = rand::rngs::StdRng::seed_from_u64(57);
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let mut colors = Vec::new();
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for triangle in tri_list.chunks_exact(3) {
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@ -159,7 +149,7 @@ fn gen_planet(sphere: Icosphere) -> (Mesh, Collider) {
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dbg!(&colors.len());
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mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
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(mesh, shape)
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(mesh, collider)
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}
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/// remaps v in low..high to 0..1
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