Components

This commit is contained in:
2020-07-04 03:18:14 +02:00
parent 002db530be
commit 0a3f89c150
4 changed files with 78 additions and 36 deletions

View File

@@ -9,7 +9,7 @@
<option name="workingDirectory" value="file://$PROJECT_DIR$" /> <option name="workingDirectory" value="file://$PROJECT_DIR$" />
<envs /> <envs />
<method v="2"> <method v="2">
<option name="RunConfigurationTask" enabled="true" run_configuration_name="D:\Code\rust-engine\build\quick-clean.ps1" run_configuration_type="PowerShellRunType" /> <option name="RunConfigurationTask" enabled="true" />
<option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" /> <option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" />
</method> </method>
</configuration> </configuration>

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@@ -1,51 +1,57 @@
use cgmath::{Matrix4, SquareMatrix, Vector3, vec3}; use cgmath::{Matrix4, Vector3, Quaternion, Euler, Deg};
use crate::vulkan::{MeshHandle, VulkanRenderer}; use crate::vulkan::{MeshHandle, VulkanRenderer};
use crate::input::InputState; use crate::input::InputState;
#[derive(Debug, Clone)]
pub struct GameObject { pub struct GameObject {
pub mesh_index: usize, pub mesh_index: usize,
pub texture_index: usize, pub texture_index: usize,
pub model_matrix: Matrix4<f32>, pub position: Vector3<f32>,
pub rotation: Quaternion<f32>,
pub scale: Vector3<f32>,
} }
impl GameObject { impl GameObject {
pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject { pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
GameObject { mesh_index: mesh, texture_index, model_matrix: Matrix4::identity() } GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0),
rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0) }
} }
pub fn set_position(&mut self, pos: (f32, f32, f32)) { pub fn set_position(&mut self, x: f32, y: f32, z: f32) {
self.model_matrix.w.x = pos.0; self.position.x = x;
self.model_matrix.w.y = pos.1; self.position.y = y;
self.model_matrix.w.z = pos.2; self.position.z = z;
} }
pub fn _get_position(&self) -> Vector3<f32> { pub fn set_scale(&mut self, x: f32, y: f32, z: f32) {
vec3(self.model_matrix.w.x, self.model_matrix.w.y, self.model_matrix.w.z) self.scale.x = x;
self.scale.y = y;
self.scale.z = z;
} }
pub fn set_scale(&mut self, scale: (f32, f32, f32)) { pub fn set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) {
self.model_matrix.x.x = scale.0; self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z)));
self.model_matrix.y.y = scale.1;
self.model_matrix.z.z = scale.2;
}
pub fn _get_scale(&mut self) -> Vector3<f32> {
vec3(self.model_matrix.x.x, self.model_matrix.y.y, self.model_matrix.z.z)
} }
pub fn translate(&mut self, x: f32, y: f32, z: f32) { pub fn translate(&mut self, x: f32, y: f32, z: f32) {
self.model_matrix.w.x += x; self.position.x += x;
self.model_matrix.w.y += y; self.position.y += y;
self.model_matrix.w.z += z; self.position.z += z;
} }
pub fn update(&mut self, delta_time: f32, input: &InputState) { pub fn rotate(&mut self, x: f32, y: f32, z: f32) {
if input.button_down("test") { self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
self.translate(delta_time as f32, 0.0, 0.0); }
}
pub fn get_model_matrix(&self) -> Matrix4<f32> {
let translation = Matrix4::from_translation(self.position);
let rotation: Matrix4<f32> = self.rotation.into();
let scale = Matrix4::from_nonuniform_scale(self.scale.x, self.scale.y, self.scale.z);
translation * rotation * scale
} }
} }
#[derive(Debug, Clone)]
pub struct GameObjectHandle { pub struct GameObjectHandle {
pub object_index: usize pub object_index: usize
} }
@@ -55,3 +61,27 @@ impl GameObjectHandle {
renderer.game_data.game_objects.get_mut(self.object_index) renderer.game_data.game_objects.get_mut(self.object_index)
} }
} }
pub trait Component {
fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer);
fn add_game_object(&mut self, handle: GameObjectHandle);
}
#[derive(Debug)]
pub struct TestComponent {
pub game_objects: Vec<GameObjectHandle>
}
impl Component for TestComponent {
fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer) {
self.game_objects.iter_mut().for_each(|handle| {
if input.button_down("test") {
handle.get_game_object(renderer).unwrap().rotate(90.0 * delta_time, 90.0 * delta_time, 90.0 * delta_time);
}
});
}
fn add_game_object(&mut self, handle: GameObjectHandle) {
self.game_objects.push(handle);
}
}

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

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@@ -330,7 +330,7 @@ impl VulkanRenderer {
for i in 0..self.game_data.game_objects.len() { for i in 0..self.game_data.game_objects.len() {
let game_object = &self.game_data.game_objects[i]; let game_object = &self.game_data.game_objects[i];
let mesh = &self.game_data.meshes[game_object.mesh_index]; let mesh = &self.game_data.meshes[game_object.mesh_index];
self.game_data.push_constants.model = game_object.model_matrix.into(); self.game_data.push_constants.model = game_object.get_model_matrix().into();
builder.draw_indexed( builder.draw_indexed(
self.pipeline.clone(), self.pipeline.clone(),