Files
rust-engine/src/gameobject.rs
2020-06-28 21:20:26 +02:00

47 lines
1.3 KiB
Rust

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