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https://github.com/bevyengine/bevy
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Upgrade glam to 0.9.3
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parent
00a887214e
commit
5912206441
5 changed files with 4 additions and 29 deletions
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@ -10,4 +10,4 @@ license = "MIT"
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keywords = ["bevy"]
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keywords = ["bevy"]
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[dependencies]
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[dependencies]
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glam = { version = "0.8.7", features = ["serde"] }
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glam = { version = "0.9.3", features = ["serde"] }
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@ -1,11 +1,9 @@
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mod face_toward;
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mod face_toward;
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mod geometry;
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mod geometry;
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mod perspective;
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pub use face_toward::*;
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pub use face_toward::*;
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pub use geometry::*;
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pub use geometry::*;
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pub use glam::*;
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pub use glam::*;
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pub use perspective::*;
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pub mod prelude {
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pub mod prelude {
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pub use crate::{FaceToward, Mat3, Mat4, Quat, Rect, Size, Vec2, Vec3, Vec4};
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pub use crate::{FaceToward, Mat3, Mat4, Quat, Rect, Size, Vec2, Vec3, Vec4};
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@ -1,23 +0,0 @@
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use crate::Mat4;
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use glam::Vec4;
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/// Produces a "right handed" perspective matrix
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pub trait PerspectiveRh {
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/// Produces a "right handed" perspective matrix
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fn perspective_rh(fov_y_radians: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Self;
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}
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impl PerspectiveRh for Mat4 {
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fn perspective_rh(fov_y_radians: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> Self {
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let (sin_fov, cos_fov) = (0.5 * fov_y_radians).sin_cos();
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let h = cos_fov / sin_fov;
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let w = h / aspect_ratio;
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let r = z_far / (z_near - z_far);
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Mat4::from_cols(
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Vec4::new(w, 0.0, 0.0, 0.0),
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Vec4::new(0.0, h, 0.0, 0.0),
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Vec4::new(0.0, 0.0, r, -1.0),
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Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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}
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@ -1,4 +1,4 @@
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use bevy_math::{Mat4, PerspectiveRh};
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use bevy_math::Mat4;
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use bevy_property::{Properties, Property};
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use bevy_property::{Properties, Property};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use super::DepthCalculation;
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use super::DepthCalculation;
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@ -1,7 +1,7 @@
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use crate::{CalculatedSize, Node};
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use crate::{CalculatedSize, Node};
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use bevy_asset::{Assets, Handle};
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use bevy_asset::{Assets, Handle};
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use bevy_ecs::{Changed, Query, Res, ResMut};
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use bevy_ecs::{Changed, Query, Res, ResMut};
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use bevy_math::Size;
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use bevy_math::{Size, Vec3};
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use bevy_render::{
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use bevy_render::{
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draw::{Draw, DrawContext, Drawable},
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draw::{Draw, DrawContext, Drawable},
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renderer::{AssetRenderResourceBindings, RenderResourceBindings},
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renderer::{AssetRenderResourceBindings, RenderResourceBindings},
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@ -59,7 +59,7 @@ pub fn draw_text_system(
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mut query: Query<(&mut Draw, &Text, &Node, &Transform)>,
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mut query: Query<(&mut Draw, &Text, &Node, &Transform)>,
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) {
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) {
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for (mut draw, text, node, transform) in &mut query.iter() {
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for (mut draw, text, node, transform) in &mut query.iter() {
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let position = transform.value.w_axis().truncate() - (node.size / 2.0).extend(0.0);
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let position = Vec3::from(transform.value.w_axis().truncate()) - (node.size / 2.0).extend(0.0);
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let mut drawable_text = DrawableText {
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let mut drawable_text = DrawableText {
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font: fonts.get(&text.font).unwrap(),
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font: fonts.get(&text.font).unwrap(),
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