Cleanup
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@@ -21,6 +21,7 @@ impl Mat4 {
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[0.0, 0.0, 0.0, 1.0],
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]);
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#[allow(clippy::needless_range_loop)] // Zeilen-/Spalten-Index ist bei 4×4-Mathematik klarer als Iteratoren
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pub fn mul(&self, rhs: &Mat4) -> Mat4 {
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let mut out = [[0.0f32; 4]; 4];
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for c in 0..4 {
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@@ -34,6 +35,7 @@ impl Mat4 {
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/// Punkt-Transformation auf der CPU — bisher nur von den Tests
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/// gebraucht; der Renderer transformiert auf der GPU.
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#[cfg(test)]
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#[allow(clippy::needless_range_loop)] // Zeilen-Index ist bei der Matrix-Vektor-Mathematik klarer
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pub fn transform(&self, v: [f32; 4]) -> [f32; 4] {
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let mut out = [0.0f32; 4];
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for r in 0..4 {
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+7
-7
@@ -42,8 +42,9 @@ use gpu::Gpu;
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use math::Mat4;
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use scene::Mesh;
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/// Radiant pro Maus-Pixel.
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const MOUSE_SENS: f32 = 0.0025;
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/// Radiant pro Maus-Pixel für die Flycam — dieselbe Empfindlichkeit wie die
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/// First-Person-Sicht, damit sich der Wechsel nahtlos anfühlt.
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const MOUSE_SENS: f32 = crate::session::LOOK_SENS;
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/// Welt-Einheiten pro Sekunde.
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const MOVE_SPEED: f32 = 4.0;
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/// Zeitkonstante (s) des Eye-Height-Smoothings am Boden: die Kamera gleitet
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@@ -252,11 +253,10 @@ impl ApplicationHandler for App {
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/// Rohe Maus-Bewegung (unabhängig von Cursor-Position) — nur sinnvoll,
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/// solange der Cursor gefangen ist.
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fn device_event(&mut self, _el: &ActiveEventLoop, _id: DeviceId, event: DeviceEvent) {
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if let DeviceEvent::MouseMotion { delta } = event {
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if self.input.grabbed {
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self.input.mouse_dx += delta.0 as f32;
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self.input.mouse_dy += delta.1 as f32;
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}
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if let DeviceEvent::MouseMotion { delta } = event
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&& self.input.grabbed {
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self.input.mouse_dx += delta.0 as f32;
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self.input.mouse_dy += delta.1 as f32;
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}
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}
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+1
-1
@@ -251,7 +251,7 @@ fn upload_texture(
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/// verfälschen. Mittelung im (gamma-kodierten) Speicherraum — für den
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/// stilisierten Look unkritisch.
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fn downsample(src: &[u8], w: u32, h: u32) -> (Vec<u8>, u32, u32) {
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let (nw, nh) = ((w + 1) / 2, (h + 1) / 2);
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let (nw, nh) = (w.div_ceil(2), h.div_ceil(2));
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let mut dst = vec![0u8; (nw * nh * 4) as usize];
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for y in 0..nh {
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for x in 0..nw {
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