commit 32f7d484f81673f049ff056e4b9e818324ca0293
parent 343f2ce410915aa421f2c0793ee5e7710eefb8f9
Author: William Casarin <jb55@jb55.com>
Date: Mon, 24 Mar 2025 14:16:09 -0700
dave: rotation tweaks
Signed-off-by: William Casarin <jb55@jb55.com>
Diffstat:
2 files changed, 13 insertions(+), 7 deletions(-)
diff --git a/crates/notedeck_dave/src/avatar.rs b/crates/notedeck_dave/src/avatar.rs
@@ -5,6 +5,7 @@ use egui::{Rect, Response};
pub struct DaveAvatar {
rotation: Quaternion,
+ rot_dir: egui::Vec2,
}
// A simple quaternion implementation
@@ -357,6 +358,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
Self {
rotation: Quaternion::identity(),
+ rot_dir: egui::Vec2::ZERO,
}
}
}
@@ -368,17 +370,21 @@ impl DaveAvatar {
// Update rotation based on drag or animation
if response.dragged() {
// Create rotation quaternions based on drag
- let x_rotation =
- Quaternion::from_axis_angle([1.0, 0.0, 0.0], response.drag_delta().y * 0.01);
- let y_rotation =
- Quaternion::from_axis_angle([0.0, 1.0, 0.0], response.drag_delta().x * 0.01);
+ let dx = response.drag_delta().x;
+ let dy = response.drag_delta().y;
+ let x_rotation = Quaternion::from_axis_angle([1.0, 0.0, 0.0], dy * 0.01);
+ let y_rotation = Quaternion::from_axis_angle([0.0, 1.0, 0.0], dx * 0.01);
+
+ self.rot_dir = egui::Vec2::new(dx, dy);
// Apply rotations (order matters)
self.rotation = y_rotation.multiply(&x_rotation).multiply(&self.rotation);
} else {
// Continuous rotation - reduced speed and simplified axis
- let continuous_rotation = Quaternion::from_axis_angle([0.0, 1.0, 0.0], 0.005);
- self.rotation = continuous_rotation.multiply(&self.rotation);
+ let x_rotation = Quaternion::from_axis_angle([1.0, 0.0, 0.0], self.rot_dir.y * 0.01);
+ let y_rotation = Quaternion::from_axis_angle([0.0, 1.0, 0.0], self.rot_dir.x * 0.01);
+
+ self.rotation = y_rotation.multiply(&x_rotation).multiply(&self.rotation);
}
// Create model matrix from rotation quaternion
diff --git a/crates/notedeck_dave/src/lib.rs b/crates/notedeck_dave/src/lib.rs
@@ -107,7 +107,7 @@ impl Dave {
});
if let Some(avatar) = &mut self.avatar {
- let avatar_size = Vec2::splat(400.0);
+ let avatar_size = Vec2::splat(200.0);
let pos = Vec2::splat(100.0).to_pos2();
let pos = Rect::from_min_max(pos, pos + avatar_size);
avatar.render(pos, ui);