diff --git a/.idea/codeStyles/codeStyleConfig.xml b/.idea/codeStyles/codeStyleConfig.xml
new file mode 100644
index 0000000..a55e7a1
--- /dev/null
+++ b/.idea/codeStyles/codeStyleConfig.xml
@@ -0,0 +1,5 @@
+
+
+
+
+
\ No newline at end of file
diff --git a/.idea/runConfigurations/release.xml b/.idea/runConfigurations/release.xml
index 340ff2c..561f399 100644
--- a/.idea/runConfigurations/release.xml
+++ b/.idea/runConfigurations/release.xml
@@ -3,13 +3,12 @@
-
-
+
diff --git a/src/gameobject.rs b/src/gameobject.rs
index 382e098..f19eb02 100644
--- a/src/gameobject.rs
+++ b/src/gameobject.rs
@@ -9,12 +9,13 @@ pub struct GameObject {
pub position: Vector3,
pub rotation: Quaternion,
pub scale: Vector3,
+ pub children: Vec
}
impl GameObject {
pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
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) }
+ rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![] }
}
pub fn set_position(&mut self, x: f32, y: f32, z: f32) {
@@ -62,26 +63,6 @@ impl GameObjectHandle {
}
}
-pub trait Component {
+pub trait Updatable {
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
-}
-
-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);
- }
-}
\ No newline at end of file
diff --git a/src/main.rs b/src/main.rs
index fdc076d..08a1f05 100644
--- a/src/main.rs
+++ b/src/main.rs
@@ -1,28 +1,29 @@
-use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3, vec3, Vector4};
+use crate::player::{Camera, Player};
+use cgmath::{Deg, Matrix4, Quaternion, Rotation, Rotation3, Vector3, vec3, Vector4};
use winit::event::Event;
use crate::config::LogConfig;
use crate::input::InputState;
use crate::vulkan::{Game, LinePoint, MeshHandle, VulkanRenderer};
use crate::vulkan::vs::ty::ObjectUniformData;
-use crate::gameobject::{GameObject, GameObjectHandle, Component, TestComponent};
+use crate::gameobject::{GameObject, GameObjectHandle, Updatable};
mod vulkan;
mod input;
mod config;
mod mesh;
mod gameobject;
+mod player;
struct TestGame {
input: InputState,
- cam_position: Vector3,
- cam_rotation: Quaternion,
+ player: Player,
meshes: Vec<(MeshHandle, usize)>,
game_objects: Vec,
log_config: LogConfig,
texture_index_counter: usize,
last_time: f32,
- components: Vec>,
+ components: Vec>,
}
impl Game for TestGame {
@@ -31,10 +32,12 @@ impl Game for TestGame {
}
fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> ObjectUniformData {
+ // Input and timing
self.input.frame_start();
let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
let frame_time = time - self.last_time;
+ // Component update
let input = &self.input;
let components = &mut self.components;
components.iter_mut().for_each(|component| {
@@ -58,38 +61,22 @@ impl Game for TestGame {
println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
}
+ // Custom game object stuff
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().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 = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
- self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
- self.input.get_axis("move_sideways") * -0.05,
- 0.0,
- self.input.get_axis("move_forward") * 0.05));
-
- let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
-
- let mut proj = cgmath::perspective(
- Rad::from(Deg(45.0)),
- renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
- 0.1,
- 100.0
- );
- proj.y.y *= -1.0;
-
- renderer.game_data.line_push_constants.view = view.into();
- renderer.game_data.line_push_constants.projection = proj.into();
+ self.player.update(frame_time, input, renderer);
+ // End frame
self.last_time = time;
self.input.frame_end();
ObjectUniformData {
- view: view.into(),
- projection: proj.into(),
+ view: self.player.camera.view.into(),
+ projection: self.player.camera.proj.into(),
time,
light_position: light_pos.into(),
- camera_position: self.cam_position.into(),
+ camera_position: self.player.camera.position.into(),
_dummy0: [0; 12],
_dummy1: [0; 4],
}
@@ -104,15 +91,12 @@ fn _matrix_vector_mul(matrix: &Matrix4, vector: &Vector3) -> Vector3,
+ pub rotation: Quaternion,
+ pub view: Matrix4,
+ pub proj: Matrix4,
+}
+
+impl Camera {
+ pub fn new() -> Camera {
+ Camera {
+ fov_y: 45.0,
+ position: vec3(0.0, 0.0, 0.0),
+ rotation: Quaternion::one(),
+ view: Matrix4::identity(),
+ proj: Matrix4::identity(),
+ }
+ }
+
+ pub fn update(&mut self, renderer: &mut VulkanRenderer) {
+ self.view = Matrix4::from(self.rotation) * Matrix4::from_translation(self.position);
+
+ self.proj = cgmath::perspective(
+ Rad::from(Deg(self.fov_y)),
+ renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
+ 0.1,
+ 100.0
+ );
+ self.proj.y.y *= -1.0;
+
+ renderer.game_data.line_push_constants.view = self.view.into();
+ renderer.game_data.line_push_constants.projection = self.proj.into();
+ }
+
+ pub fn transform_vector(&self, vec: Vector3) -> Vector3 {
+ self.rotation.invert().rotate_vector(vec)
+ }
+}
+
+#[derive(PartialEq)]
+pub enum PlayerMovementMode {
+ FirstPerson,
+ Flying,
+}
+
+pub struct Player {
+ pub camera: Camera,
+ pub movement_mode: PlayerMovementMode,
+ pub movement_speed: f32,
+ pub look_sensitivity: f32,
+ pub height: f32,
+}
+
+impl Player {
+ pub fn new() -> Player {
+ Player {
+ camera: Camera::new(),
+ movement_mode: FirstPerson,
+ movement_speed: 3.0,
+ look_sensitivity: 10.0,
+ height: -1.0,
+ }
+ }
+}
+
+impl Updatable for Player {
+ fn update(&mut self, delta_time: f32, input: &InputState, renderer: &mut VulkanRenderer) {
+ // Rotation
+ self.camera.rotation = self.camera.rotation * Quaternion::from_angle_y(Deg(input.get_axis("look_horizontal") * delta_time * self.look_sensitivity));
+ self.camera.rotation = Quaternion::from_angle_x(Deg(input.get_axis("look_vertical") * delta_time * self.look_sensitivity)) * self.camera.rotation;
+
+ // Movement
+ if self.movement_mode == FirstPerson {
+
+ self.camera.position.y = self.height;
+
+ let mut forward_vector = self.camera.transform_vector(vec3(0.0, 0.0, 1.0));
+ forward_vector.y = 0.0;
+ forward_vector = forward_vector.normalize();
+ self.camera.position += forward_vector * delta_time * input.get_axis("move_forward") * self.movement_speed;
+
+ let right_vector = forward_vector.cross(vec3(0.0, 1.0, 0.0));
+ self.camera.position += right_vector * delta_time * input.get_axis("move_sideways") * self.movement_speed;
+ } else if self.movement_mode == Flying {
+ self.camera.position += self.camera.transform_vector(vec3(
+ input.get_axis("move_sideways") * -self.movement_speed,
+ 0.0,
+ input.get_axis("move_forward") * self.movement_speed)) * delta_time;
+ }
+
+ // Update
+ self.camera.update(renderer);
+ }
+}
\ No newline at end of file