47 lines
1.3 KiB
Rust
47 lines
1.3 KiB
Rust
use cgmath::{Matrix4, SquareMatrix, Vector3, vec3};
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use crate::vulkan::{MeshHandle, VulkanRenderer};
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use crate::input::InputState;
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pub struct GameObject {
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pub mesh_index: usize,
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pub texture_index: usize,
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pub model_matrix: Matrix4<f32>,
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}
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impl GameObject {
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pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
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GameObject { mesh_index: mesh, texture_index, model_matrix: Matrix4::identity() }
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}
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pub fn set_position(&mut self, pos: (f32, f32, f32)) {
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self.model_matrix.w.x = pos.0;
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self.model_matrix.w.y = pos.1;
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self.model_matrix.w.z = pos.2;
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}
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pub fn get_position(&self) -> Vector3<f32> {
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vec3(self.model_matrix.w.x, self.model_matrix.w.y, self.model_matrix.w.z)
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}
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pub fn translate(&mut self, x: f32, y: f32, z: f32) {
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self.model_matrix.w.x += x;
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self.model_matrix.w.y += y;
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self.model_matrix.w.z += z;
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}
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pub fn update(&mut self, delta_time: f32, input: &InputState) {
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if input.button_down("test") {
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self.translate(delta_time as f32, 0.0, 0.0);
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}
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}
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}
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pub struct GameObjectHandle {
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pub object_index: usize
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}
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impl GameObjectHandle {
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pub fn get_game_object<'a>(&mut self, renderer: &'a mut VulkanRenderer) -> Option<&'a mut GameObject> {
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renderer.game_data.game_objects.get_mut(self.object_index)
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}
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} |