Removed float alias

master
Mark 2023-12-25 16:22:44 -08:00
parent e6a45a16a4
commit fdce0a7d3b
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
12 changed files with 47 additions and 62 deletions

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@ -1,7 +1,5 @@
use crate::physics::Pfloat; pub const ZOOM_MIN: f32 = 200.0;
pub const ZOOM_MAX: f32 = 2000.0;
pub const ZOOM_MIN: Pfloat = 200.0;
pub const ZOOM_MAX: Pfloat = 2000.0;
/// Z-axis range for starfield stars /// Z-axis range for starfield stars
/// This does not affect scale. /// This does not affect scale.

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@ -2,11 +2,10 @@ use anyhow::{bail, Context, Result};
use cgmath::{Deg, Point3}; use cgmath::{Deg, Point3};
use std::collections::{HashMap, HashSet}; use std::collections::{HashMap, HashSet};
use crate::physics::{Pfloat, Polar}; use crate::physics::Polar;
/// Toml file syntax /// Toml file syntax
pub(in crate::content) mod toml { pub(in crate::content) mod toml {
use super::Pfloat;
use serde::Deserialize; use serde::Deserialize;
use std::collections::HashMap; use std::collections::HashMap;
@ -26,10 +25,10 @@ pub(in crate::content) mod toml {
pub sprite: String, pub sprite: String,
pub position: Position, pub position: Position,
pub size: Pfloat, pub size: f32,
pub radius: Option<Pfloat>, pub radius: Option<f32>,
pub angle: Option<Pfloat>, pub angle: Option<f32>,
} }
#[derive(Debug, Deserialize)] #[derive(Debug, Deserialize)]
@ -42,16 +41,16 @@ pub(in crate::content) mod toml {
#[derive(Debug, Deserialize)] #[derive(Debug, Deserialize)]
pub struct PolarCoords { pub struct PolarCoords {
pub center: CoordinatesTwo, pub center: CoordinatesTwo,
pub radius: Pfloat, pub radius: f32,
pub angle: Pfloat, pub angle: f32,
pub z: Pfloat, pub z: f32,
} }
#[derive(Debug, Deserialize)] #[derive(Debug, Deserialize)]
#[serde(untagged)] #[serde(untagged)]
pub enum CoordinatesTwo { pub enum CoordinatesTwo {
Label(String), Label(String),
Coords([Pfloat; 2]), Coords([f32; 2]),
} }
impl ToString for CoordinatesTwo { impl ToString for CoordinatesTwo {
@ -67,7 +66,7 @@ pub(in crate::content) mod toml {
#[serde(untagged)] #[serde(untagged)]
pub enum CoordinatesThree { pub enum CoordinatesThree {
Label(String), Label(String),
Coords([Pfloat; 3]), Coords([f32; 3]),
} }
impl ToString for CoordinatesThree { impl ToString for CoordinatesThree {
@ -90,8 +89,8 @@ pub struct System {
pub struct Object { pub struct Object {
pub sprite: String, pub sprite: String,
pub position: Point3<f32>, pub position: Point3<f32>,
pub size: Pfloat, pub size: f32,
pub angle: Deg<Pfloat>, pub angle: Deg<f32>,
} }
// Helper function for resolve_position, never called on its own. // Helper function for resolve_position, never called on its own.

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@ -1,13 +1,11 @@
use cgmath::Point2; use cgmath::Point2;
use crate::physics::Pfloat;
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
pub struct Camera { pub struct Camera {
/// Camera center /// Camera center
pub pos: Point2<Pfloat>, pub pos: Point2<f32>,
/// Camera zoom /// Camera zoom
/// (How many game units tall is the viewport?) /// (How many game units tall is the viewport?)
pub zoom: Pfloat, pub zoom: f32,
} }

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@ -3,7 +3,7 @@ use std::time::Instant;
use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode}; use winit::event::{ElementState, MouseButton, MouseScrollDelta, TouchPhase, VirtualKeyCode};
use super::{ship::ShipKind, Camera, InputStatus, Ship, System}; use super::{ship::ShipKind, Camera, InputStatus, Ship, System};
use crate::{consts, content::Content, physics::Pfloat, render::Sprite, render::Spriteable}; use crate::{consts, content::Content, render::Sprite, render::Spriteable};
pub struct Game { pub struct Game {
pub input: InputStatus, pub input: InputStatus,
@ -40,7 +40,7 @@ impl Game {
} }
pub fn update(&mut self) { pub fn update(&mut self) {
let t: Pfloat = self.last_update.elapsed().as_secs_f32(); let t: f32 = self.last_update.elapsed().as_secs_f32();
if self.input.key_thrust { if self.input.key_thrust {
self.player.physicsbody.thrust(50.0 * t); self.player.physicsbody.thrust(50.0 * t);

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@ -1,9 +1,6 @@
use cgmath::Point2; use cgmath::Point2;
use crate::{ use crate::{physics::PhysicsBody, render::Sprite, render::SpriteTexture, render::Spriteable};
physics::Pfloat, physics::PhysicsBody, render::Sprite, render::SpriteTexture,
render::Spriteable,
};
pub enum ShipKind { pub enum ShipKind {
Gypsum, Gypsum,
@ -18,7 +15,7 @@ impl ShipKind {
return SpriteTexture(name.to_owned()); return SpriteTexture(name.to_owned());
} }
fn size(&self) -> Pfloat { fn size(&self) -> f32 {
match self { match self {
Self::Gypsum => 100.0, Self::Gypsum => 100.0,
} }
@ -31,7 +28,7 @@ pub struct Ship {
} }
impl Ship { impl Ship {
pub fn new(kind: ShipKind, pos: Point2<Pfloat>) -> Self { pub fn new(kind: ShipKind, pos: Point2<f32>) -> Self {
Ship { Ship {
physicsbody: PhysicsBody::new(pos), physicsbody: PhysicsBody::new(pos),
kind, kind,

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@ -2,22 +2,20 @@ use cgmath::{Point3, Vector2};
use rand::{self, Rng}; use rand::{self, Rng};
use super::SystemObject; use super::SystemObject;
use crate::{ use crate::{consts, content, render::Sprite, render::SpriteTexture, render::Spriteable};
consts, content, physics::Pfloat, render::Sprite, render::SpriteTexture, render::Spriteable,
};
pub struct StarfieldStar { pub struct StarfieldStar {
/// Star coordinates, in world space. /// Star coordinates, in world space.
/// These are relative to the center of a starfield tile. /// These are relative to the center of a starfield tile.
pub pos: Point3<Pfloat>, pub pos: Point3<f32>,
/// Height in game units. /// Height in game units.
/// Will be scaled for zoom, but not for distance. /// Will be scaled for zoom, but not for distance.
pub size: Pfloat, pub size: f32,
/// Color/brightness variation. Random between 0 and 1. /// Color/brightness variation. Random between 0 and 1.
/// Used in starfield shader. /// Used in starfield shader.
pub tint: Vector2<Pfloat>, pub tint: Vector2<f32>,
} }
pub struct System { pub struct System {

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@ -1,12 +1,12 @@
use cgmath::{Deg, Point3}; use cgmath::{Deg, Point3};
use crate::{physics::Pfloat, render::Sprite, render::SpriteTexture, render::Spriteable}; use crate::{render::Sprite, render::SpriteTexture, render::Spriteable};
pub struct SystemObject { pub struct SystemObject {
pub sprite: SpriteTexture, pub sprite: SpriteTexture,
pub pos: Point3<Pfloat>, pub pos: Point3<f32>,
pub size: Pfloat, pub size: f32,
pub angle: Deg<Pfloat>, pub angle: Deg<f32>,
} }
impl Spriteable for SystemObject { impl Spriteable for SystemObject {

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@ -1,15 +1,14 @@
use super::Pfloat;
use cgmath::{Angle, Deg, Point2, Vector2}; use cgmath::{Angle, Deg, Point2, Vector2};
pub struct PhysicsBody { pub struct PhysicsBody {
pub pos: Point2<Pfloat>, pub pos: Point2<f32>,
pub vel: Vector2<Pfloat>, pub vel: Vector2<f32>,
pub mass: Pfloat, pub mass: f32,
pub angle: Deg<Pfloat>, pub angle: Deg<f32>,
} }
impl PhysicsBody { impl PhysicsBody {
pub fn new(pos: Point2<Pfloat>) -> Self { pub fn new(pos: Point2<f32>) -> Self {
return PhysicsBody { return PhysicsBody {
pos, pos,
vel: (0.0, 0.0).into(), vel: (0.0, 0.0).into(),
@ -19,17 +18,17 @@ impl PhysicsBody {
} }
/// Calculate the position of this body after t seconds. /// Calculate the position of this body after t seconds.
pub fn tick(&mut self, t: Pfloat) { pub fn tick(&mut self, t: f32) {
self.pos += self.vel * t; self.pos += self.vel * t;
} }
/// Apply an instantaneous force to this object /// Apply an instantaneous force to this object
pub fn force(&mut self, v: Vector2<Pfloat>) { pub fn force(&mut self, v: Vector2<f32>) {
self.vel += v / self.mass; self.vel += v / self.mass;
} }
/// Apply a force in the direction this object is pointing. /// Apply a force in the direction this object is pointing.
pub fn thrust(&mut self, f: Pfloat) { pub fn thrust(&mut self, f: f32) {
let l = Vector2 { let l = Vector2 {
x: -self.angle.sin(), x: -self.angle.sin(),
y: self.angle.cos(), y: self.angle.cos(),
@ -38,7 +37,7 @@ impl PhysicsBody {
} }
// Rotate this object // Rotate this object
pub fn rot(&mut self, a: Deg<Pfloat>) { pub fn rot(&mut self, a: Deg<f32>) {
self.angle -= a; self.angle -= a;
// Wrap angles // Wrap angles

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@ -2,7 +2,5 @@ mod body;
mod polar; mod polar;
// What kind of float shoud we use for physics? // What kind of float shoud we use for physics?
pub type Pfloat = f32;
pub use body::PhysicsBody; pub use body::PhysicsBody;
pub use polar::Polar; pub use polar::Polar;

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@ -1,15 +1,14 @@
use super::Pfloat;
use cgmath::{Angle, Deg, Point2, Vector2}; use cgmath::{Angle, Deg, Point2, Vector2};
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
pub struct Polar { pub struct Polar {
pub center: Point2<Pfloat>, pub center: Point2<f32>,
pub radius: Pfloat, pub radius: f32,
pub angle: Deg<Pfloat>, pub angle: Deg<f32>,
} }
impl Polar { impl Polar {
pub fn to_cartesian(self) -> Point2<Pfloat> { pub fn to_cartesian(self) -> Point2<f32> {
let v = Vector2 { let v = Vector2 {
x: self.radius * self.angle.sin(), x: self.radius * self.angle.sin(),
y: self.radius * self.angle.cos(), y: self.radius * self.angle.cos(),

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@ -16,7 +16,7 @@ use super::{
VertexBuffer, VertexBuffer,
}, },
}; };
use crate::{consts, game::Game, physics::Pfloat}; use crate::{consts, game::Game};
pub struct GPUState { pub struct GPUState {
device: wgpu::Device, device: wgpu::Device,
@ -211,7 +211,7 @@ impl GPUState {
for s in game.get_sprites() { for s in game.get_sprites() {
// Compute post-parallax position and distance-adjusted scale. // Compute post-parallax position and distance-adjusted scale.
// We do this here so we can check if a sprite is on the screen. // We do this here so we can check if a sprite is on the screen.
let pos: Point2<Pfloat> = { let pos: Point2<f32> = {
(Point2 { (Point2 {
x: s.pos.x, x: s.pos.x,
y: s.pos.y, y: s.pos.y,

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@ -1,26 +1,25 @@
use cgmath::{Deg, Point3}; use cgmath::{Deg, Point3};
use super::SpriteTexture; use super::SpriteTexture;
use crate::physics::Pfloat;
pub struct Sprite { pub struct Sprite {
/// Name of the sprite to draw /// Name of the sprite to draw
pub texture: SpriteTexture, pub texture: SpriteTexture,
/// This object's position, in world coordinates. /// This object's position, in world coordinates.
pub pos: Point3<Pfloat>, pub pos: Point3<f32>,
/// The size of this sprite, /// The size of this sprite,
/// given as height in world units. /// given as height in world units.
pub size: Pfloat, pub size: f32,
/// Scale factor. /// Scale factor.
/// if this is 1, sprite height is exactly self.size. /// if this is 1, sprite height is exactly self.size.
pub scale: Pfloat, pub scale: f32,
/// This sprite's rotation /// This sprite's rotation
/// (relative to north, measured ccw) /// (relative to north, measured ccw)
pub angle: Deg<Pfloat>, pub angle: Deg<f32>,
} }
pub trait Spriteable { pub trait Spriteable {