Update glam to 0.13.0. (#1550)
See https://github.com/bitshifter/glam-rs/blob/master/CHANGELOG.md for details on changes. Co-authored-by: Cameron Hart <c_hart@wargaming.net>
This commit is contained in:
parent
0eba5f38b9
commit
f61e44db28
@ -231,6 +231,6 @@ mod tests {
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#[test]
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#[test]
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fn test_mat4_round_trip() {
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fn test_mat4_round_trip() {
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test_round_trip(Mat4::identity());
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test_round_trip(Mat4::IDENTITY);
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}
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}
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}
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}
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@ -13,5 +13,5 @@ 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 = "0.12.0", features = ["serde"] }
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glam = { version = "0.13.0", features = ["serde"] }
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bevy_reflect = { path = "../bevy_reflect", version = "0.4.0", features = ["bevy"] }
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bevy_reflect = { path = "../bevy_reflect", version = "0.4.0", features = ["bevy"] }
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@ -28,7 +28,7 @@ parking_lot = "0.11.0"
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thiserror = "1.0"
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thiserror = "1.0"
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serde = "1"
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serde = "1"
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smallvec = { version = "1.4", features = ["serde"], optional = true }
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smallvec = { version = "1.4", features = ["serde"], optional = true }
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glam = { version = "0.12.0", features = ["serde"], optional = true }
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glam = { version = "0.13.0", features = ["serde"], optional = true }
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[dev-dependencies]
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[dev-dependencies]
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ron = "0.6.2"
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ron = "0.6.2"
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@ -52,13 +52,13 @@ impl Camera {
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// Build a transform to convert from world to NDC using camera data
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// Build a transform to convert from world to NDC using camera data
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let world_to_ndc: Mat4 =
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let world_to_ndc: Mat4 =
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self.projection_matrix * camera_transform.compute_matrix().inverse();
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self.projection_matrix * camera_transform.compute_matrix().inverse();
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let ndc_space_coords: Vec3 = world_to_ndc.transform_point3(world_position);
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let ndc_space_coords: Vec3 = world_to_ndc.project_point3(world_position);
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// NDC z-values outside of 0 < z < 1 are behind the camera and are thus not in screen space
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// NDC z-values outside of 0 < z < 1 are behind the camera and are thus not in screen space
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if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 {
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if ndc_space_coords.z < 0.0 || ndc_space_coords.z > 1.0 {
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return None;
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return None;
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}
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}
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// Once in NDC space, we can discard the z element and rescale x/y to fit the screen
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// Once in NDC space, we can discard the z element and rescale x/y to fit the screen
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let screen_space_coords = (ndc_space_coords.truncate() + Vec2::one()) / 2.0 * window_size;
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let screen_space_coords = (ndc_space_coords.truncate() + Vec2::ONE) / 2.0 * window_size;
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Some(screen_space_coords)
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Some(screen_space_coords)
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}
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}
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}
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}
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@ -48,7 +48,7 @@ impl From<Torus> for Mesh {
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let z = theta.sin() * (torus.radius + torus.ring_radius * phi.cos());
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let z = theta.sin() * (torus.radius + torus.ring_radius * phi.cos());
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let y = torus.ring_radius * phi.sin();
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let y = torus.ring_radius * phi.sin();
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let normal = segment_pos.cross(Vec3::unit_y()).normalize();
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let normal = segment_pos.cross(Vec3::Y).normalize();
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positions.push([x, y, z]);
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positions.push([x, y, z]);
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normals.push(normal.into());
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normals.push(normal.into());
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@ -96,14 +96,14 @@ pub fn draw_text2d_system(
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if let Some(text_glyphs) = text_pipeline.get_glyphs(&entity) {
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if let Some(text_glyphs) = text_pipeline.get_glyphs(&entity) {
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let position = global_transform.translation
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let position = global_transform.translation
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+ match text.alignment.vertical {
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+ match text.alignment.vertical {
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VerticalAlign::Top => Vec3::zero(),
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VerticalAlign::Top => Vec3::ZERO,
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VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
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VerticalAlign::Center => Vec3::new(0.0, -height * 0.5, 0.0),
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VerticalAlign::Bottom => Vec3::new(0.0, -height, 0.0),
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VerticalAlign::Bottom => Vec3::new(0.0, -height, 0.0),
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}
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}
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+ match text.alignment.horizontal {
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+ match text.alignment.horizontal {
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HorizontalAlign::Left => Vec3::new(-width, 0.0, 0.0),
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HorizontalAlign::Left => Vec3::new(-width, 0.0, 0.0),
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HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
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HorizontalAlign::Center => Vec3::new(-width * 0.5, 0.0, 0.0),
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HorizontalAlign::Right => Vec3::zero(),
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HorizontalAlign::Right => Vec3::ZERO,
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};
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};
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let mut drawable_text = DrawableText {
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let mut drawable_text = DrawableText {
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@ -22,9 +22,9 @@ impl GlobalTransform {
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#[inline]
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#[inline]
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pub fn identity() -> Self {
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pub fn identity() -> Self {
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GlobalTransform {
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GlobalTransform {
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translation: Vec3::zero(),
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translation: Vec3::ZERO,
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rotation: Quat::identity(),
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rotation: Quat::IDENTITY,
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scale: Vec3::one(),
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scale: Vec3::ONE,
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}
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}
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}
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}
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@ -78,19 +78,19 @@ impl GlobalTransform {
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#[inline]
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#[inline]
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/// Get the unit vector in the local x direction
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/// Get the unit vector in the local x direction
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pub fn local_x(&self) -> Vec3 {
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pub fn local_x(&self) -> Vec3 {
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self.rotation * Vec3::unit_x()
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self.rotation * Vec3::X
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}
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}
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#[inline]
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#[inline]
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/// Get the unit vector in the local y direction
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/// Get the unit vector in the local y direction
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pub fn local_y(&self) -> Vec3 {
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pub fn local_y(&self) -> Vec3 {
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self.rotation * Vec3::unit_y()
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self.rotation * Vec3::Y
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}
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}
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#[inline]
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#[inline]
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/// Get the unit vector in the local z direction
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/// Get the unit vector in the local z direction
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pub fn local_z(&self) -> Vec3 {
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pub fn local_z(&self) -> Vec3 {
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self.rotation * Vec3::unit_z()
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self.rotation * Vec3::Z
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}
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}
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#[inline]
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#[inline]
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@ -22,9 +22,9 @@ impl Transform {
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#[inline]
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#[inline]
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pub fn identity() -> Self {
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pub fn identity() -> Self {
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Transform {
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Transform {
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translation: Vec3::zero(),
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translation: Vec3::ZERO,
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rotation: Quat::identity(),
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rotation: Quat::IDENTITY,
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scale: Vec3::one(),
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scale: Vec3::ONE,
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}
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}
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}
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}
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@ -78,19 +78,19 @@ impl Transform {
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#[inline]
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#[inline]
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/// Get the unit vector in the local x direction
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/// Get the unit vector in the local x direction
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pub fn local_x(&self) -> Vec3 {
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pub fn local_x(&self) -> Vec3 {
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self.rotation * Vec3::unit_x()
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self.rotation * Vec3::X
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}
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}
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#[inline]
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#[inline]
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/// Get the unit vector in the local y direction
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/// Get the unit vector in the local y direction
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pub fn local_y(&self) -> Vec3 {
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pub fn local_y(&self) -> Vec3 {
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self.rotation * Vec3::unit_y()
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self.rotation * Vec3::Y
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}
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}
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#[inline]
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#[inline]
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/// Get the unit vector in the local z direction
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/// Get the unit vector in the local z direction
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pub fn local_z(&self) -> Vec3 {
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pub fn local_z(&self) -> Vec3 {
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self.rotation * Vec3::unit_z()
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self.rotation * Vec3::Z
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}
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}
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#[inline]
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#[inline]
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@ -36,8 +36,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -17,7 +17,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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})
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})
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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transform: Transform::from_xyz(0.7, 0.7, 1.0)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::unit_y()),
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -32,8 +32,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-3.0, 3.0, 5.0)
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transform: Transform::from_xyz(-3.0, 3.0, 5.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -17,7 +17,7 @@ fn setup(
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// set up the camera
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// set up the camera
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let mut camera = OrthographicCameraBundle::new_3d();
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let mut camera = OrthographicCameraBundle::new_3d();
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camera.orthographic_projection.scale = 3.0;
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camera.orthographic_projection.scale = 3.0;
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camera.transform = Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::zero(), Vec3::unit_y());
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camera.transform = Transform::from_xyz(5.0, 5.0, 5.0).looking_at(Vec3::ZERO, Vec3::Y);
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// add entities to the world
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// add entities to the world
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commands
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commands
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@ -58,8 +58,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(5.0, 10.0, 10.0)
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transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -44,8 +44,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 15.0, 150.0)
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transform: Transform::from_xyz(0.0, 15.0, 150.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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@ -96,8 +96,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(3.0, 5.0, 8.0)
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transform: Transform::from_xyz(3.0, 5.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -31,7 +31,7 @@ fn setup(
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})
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})
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(1.05, 0.9, 1.5)
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transform: Transform::from_xyz(1.05, 0.9, 1.5)
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::unit_y()),
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.looking_at(Vec3::new(0.0, 0.3, 0.0), Vec3::Y),
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..Default::default()
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..Default::default()
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});
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});
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@ -52,8 +52,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -83,8 +83,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(5.0, 10.0, 10.0)
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transform: Transform::from_xyz(5.0, 10.0, 10.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -38,8 +38,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -71,8 +71,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(0.0, 3.0, 10.0)
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transform: Transform::from_xyz(0.0, 3.0, 10.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -31,8 +31,7 @@ fn setup(mut commands: Commands, asset_server: Res<AssetServer>) {
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(2.0, 2.0, 6.0)
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transform: Transform::from_xyz(2.0, 2.0, 6.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -109,7 +109,7 @@ fn setup_cameras(mut commands: Commands, mut game: ResMut<Game>) {
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2.0 * BOARD_SIZE_J as f32 / 3.0,
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2.0 * BOARD_SIZE_J as f32 / 3.0,
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BOARD_SIZE_J as f32 / 2.0 - 0.5,
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BOARD_SIZE_J as f32 / 2.0 - 0.5,
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)
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)
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.looking_at(game.camera_is_focus, Vec3::unit_y()),
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.looking_at(game.camera_is_focus, Vec3::Y),
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..Default::default()
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..Default::default()
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})
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})
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.spawn(UiCameraBundle::default());
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.spawn(UiCameraBundle::default());
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@ -301,7 +301,7 @@ fn focus_camera(
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// look at that new camera's actual focus
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// look at that new camera's actual focus
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for (mut transform, camera) in transforms.q0_mut().iter_mut() {
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for (mut transform, camera) in transforms.q0_mut().iter_mut() {
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if camera.name == Some(CAMERA_3D.to_string()) {
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if camera.name == Some(CAMERA_3D.to_string()) {
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*transform = transform.looking_at(game.camera_is_focus, Vec3::unit_y());
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*transform = transform.looking_at(game.camera_is_focus, Vec3::Y);
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}
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}
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}
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}
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}
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}
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@ -53,8 +53,7 @@ fn setup(
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})
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})
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// camera
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// camera
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.spawn(PerspectiveCameraBundle {
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.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(-2.0, 2.5, 5.0)
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transform: Transform::from_xyz(-2.0, 2.5, 5.0).looking_at(Vec3::default(), Vec3::Y),
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.looking_at(Vec3::default(), Vec3::unit_y()),
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..Default::default()
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..Default::default()
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});
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});
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}
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}
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@ -110,7 +110,7 @@ fn setup(
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.unwrap();
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.unwrap();
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commands.spawn(PerspectiveCameraBundle {
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commands.spawn(PerspectiveCameraBundle {
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transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::default(), Vec3::unit_y()),
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transform: Transform::from_xyz(2.0, 2.0, 2.0).looking_at(Vec3::default(), Vec3::Y),
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..Default::default()
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..Default::default()
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});
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});
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}
|
}
|
||||||
|
@ -73,8 +73,7 @@ fn setup(
|
|||||||
.with(material)
|
.with(material)
|
||||||
// camera
|
// camera
|
||||||
.spawn(PerspectiveCameraBundle {
|
.spawn(PerspectiveCameraBundle {
|
||||||
transform: Transform::from_xyz(3.0, 5.0, -8.0)
|
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||||
.looking_at(Vec3::default(), Vec3::unit_y()),
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -138,8 +138,7 @@ fn setup(
|
|||||||
.with(material)
|
.with(material)
|
||||||
// camera
|
// camera
|
||||||
.spawn(PerspectiveCameraBundle {
|
.spawn(PerspectiveCameraBundle {
|
||||||
transform: Transform::from_xyz(3.0, 5.0, -8.0)
|
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||||
.looking_at(Vec3::default(), Vec3::unit_y()),
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -94,8 +94,7 @@ fn setup(
|
|||||||
.with(material)
|
.with(material)
|
||||||
// camera
|
// camera
|
||||||
.spawn(PerspectiveCameraBundle {
|
.spawn(PerspectiveCameraBundle {
|
||||||
transform: Transform::from_xyz(3.0, 5.0, -8.0)
|
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||||
.looking_at(Vec3::default(), Vec3::unit_y()),
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -125,8 +125,7 @@ fn setup(
|
|||||||
.with(blue_material)
|
.with(blue_material)
|
||||||
// camera
|
// camera
|
||||||
.spawn(PerspectiveCameraBundle {
|
.spawn(PerspectiveCameraBundle {
|
||||||
transform: Transform::from_xyz(3.0, 5.0, -8.0)
|
transform: Transform::from_xyz(3.0, 5.0, -8.0).looking_at(Vec3::default(), Vec3::Y),
|
||||||
.looking_at(Vec3::default(), Vec3::unit_y()),
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
@ -190,8 +190,7 @@ fn setup_pipeline(
|
|||||||
})
|
})
|
||||||
// main camera
|
// main camera
|
||||||
.spawn(PerspectiveCameraBundle {
|
.spawn(PerspectiveCameraBundle {
|
||||||
transform: Transform::from_xyz(0.0, 0.0, 6.0)
|
transform: Transform::from_xyz(0.0, 0.0, 6.0).looking_at(Vec3::default(), Vec3::Y),
|
||||||
.looking_at(Vec3::default(), Vec3::unit_y()),
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
})
|
})
|
||||||
// second window camera
|
// second window camera
|
||||||
@ -201,8 +200,7 @@ fn setup_pipeline(
|
|||||||
window: window_id,
|
window: window_id,
|
||||||
..Default::default()
|
..Default::default()
|
||||||
},
|
},
|
||||||
transform: Transform::from_xyz(6.0, 0.0, 0.0)
|
transform: Transform::from_xyz(6.0, 0.0, 0.0).looking_at(Vec3::default(), Vec3::Y),
|
||||||
.looking_at(Vec3::default(), Vec3::unit_y()),
|
|
||||||
..Default::default()
|
..Default::default()
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user