Components
This commit is contained in:
32
src/main.rs
32
src/main.rs
@@ -5,7 +5,7 @@ use crate::config::LogConfig;
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use crate::input::InputState;
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use crate::vulkan::{Game, LinePoint, MeshHandle, VulkanRenderer};
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use crate::vulkan::vs::ty::ObjectUniformData;
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use crate::gameobject::{GameObject, GameObjectHandle};
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use crate::gameobject::{GameObject, GameObjectHandle, Component, TestComponent};
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mod vulkan;
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mod input;
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@@ -22,6 +22,7 @@ struct TestGame {
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log_config: LogConfig,
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texture_index_counter: usize,
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last_time: f32,
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components: Vec<Box<dyn Component>>,
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}
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impl Game for TestGame {
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@@ -35,9 +36,9 @@ impl Game for TestGame {
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let frame_time = time - self.last_time;
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let input = &self.input;
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let objects = &mut self.game_objects;
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objects.iter_mut().for_each(|game_object| {
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game_object.get_game_object(renderer).unwrap().update(frame_time, &input);
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let components = &mut self.components;
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components.iter_mut().for_each(|component| {
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component.update(frame_time, &input, renderer);
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});
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// User interaction
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@@ -45,6 +46,10 @@ impl Game for TestGame {
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renderer.game_data.shutdown = true;
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}
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if self.input.button_just_released("test") {
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println!("{:?}", self.game_objects[0].get_game_object(renderer).unwrap().position);
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}
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if self.input.button_just_pressed("reload_shaders") {
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renderer.game_data.recreate_pipeline = true;
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}
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@@ -54,8 +59,7 @@ impl Game for TestGame {
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}
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let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
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self.game_objects[2].get_game_object(renderer).unwrap().set_position(light_pos.into());
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self.game_objects[2].get_game_object(renderer).unwrap().position = light_pos;
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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@@ -100,15 +104,22 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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let mut test_comp = TestComponent { game_objects: vec![] };
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let cube_meshes = self.load_gltf(renderer, "models/box.gltf.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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cube.get_game_object(renderer).unwrap().set_position((3.0, 4.0, 5.0));
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cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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test_comp.game_objects.push(cube.clone());
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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sphere.get_game_object(renderer).unwrap().set_position((0.0, 0.0, 0.0));
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sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
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let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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light_sphere.get_game_object(renderer).unwrap().set_scale((0.1, 0.1, 0.1));
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light_sphere.get_game_object(renderer).unwrap().scale = vec3(0.1, 0.1, 0.1);
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self.components.push(Box::new(test_comp));
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println!("Game loaded!");
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}
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@@ -148,7 +159,8 @@ fn main() {
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game_objects: vec![],
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log_config,
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texture_index_counter: 1,
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last_time: 0.0
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last_time: 0.0,
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components: vec![],
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};
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let line_count = 30;
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