tirbofish/dropbear · diff
wip: resetting computer, creating backup
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@@ -80,14 +80,6 @@ pub struct Camera { pub view_mat: DMat4, /// Projection Matrix pub proj_mat: DMat4, - - /// Smooth damping factor for camera position updates (0.0 = no smoothing, higher = more smoothing) - /// This helps prevent jittering when camera follows physics-driven objects - pub position_smoothing: f64, - /// Internal: previous eye position for smoothing - smooth_eye: DVec3, - /// Internal: previous target position for smoothing - smooth_target: DVec3, } /// A simple builder/struct that allows you to build a [`Camera`] @@ -102,7 +94,7 @@ pub struct CameraBuilder { } impl Camera { - pub const CAMERA_BIND_GROUP_LAYOUT: wgpu::BindGroupLayoutDescriptor<'_> = + pub const CAMERA_BIND_GROUP_LAYOUT: wgpu::BindGroupLayoutDescriptor<'_> = BindGroupLayoutDescriptor { entries: &[BindGroupLayoutEntry { binding: 0, @@ -173,9 +165,6 @@ impl Camera { }, view_mat, proj_mat, - position_smoothing: 10.0, // Default smoothing value - smooth_eye: builder.eye, - smooth_target: builder.target, }; log::debug!("Created new camera{}", if let Some(l) = label { format!(" with the label {}", l) } else { String::new() } ); @@ -228,17 +217,7 @@ impl Camera { } fn build_vp(&mut self) -> DMat4 { - // Apply smooth interpolation to camera position if smoothing is enabled - if self.position_smoothing > 0.0 { - let lerp_factor = (1.0 / (1.0 + self.position_smoothing)).clamp(0.0, 1.0); - self.smooth_eye = self.smooth_eye.lerp(self.eye, lerp_factor); - self.smooth_target = self.smooth_target.lerp(self.target, lerp_factor); - } else { - self.smooth_eye = self.eye; - self.smooth_target = self.target;
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