dave: better initial rotation
Signed-off-by: William Casarin <jb55@jb55.com>
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@@ -276,8 +276,15 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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uniform_buffer,
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});
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let initial_rot = {
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let x_rotation = Quaternion::from_axis_angle(&Vec3::new(1.0, 0.0, 0.0), 0.5);
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let y_rotation = Quaternion::from_axis_angle(&Vec3::new(0.0, 1.0, 0.0), 0.5);
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// Apply rotations (order matters)
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y_rotation.multiply(&x_rotation)
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};
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Self {
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rotation: Quaternion::identity(),
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rotation: initial_rot,
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rot_dir: Vec3::new(0.0, 0.0, 0.0),
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}
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}
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