Apparently *self referencial structs* are a big no no in Rust, bummer

This commit is contained in:
2019-01-31 23:27:33 -08:00
parent 21dc0b81ed
commit 070fdb3873
5 changed files with 215 additions and 179 deletions

View File

@@ -10,87 +10,38 @@ mod timer;
mod player;
mod input;
mod util;
mod loader;
mod entstate;
mod resources;
mod collision;
use crate::player::Player;
use crate::timer::Timer;
use crate::input::Input;
use crate::loader::Loader;
use crate::entstate::EntState;
use crate::resources::Resources;
use crate::collision::Collision;
extern crate nalgebra as na;
extern crate ncollide2d;
use sfml::graphics::{
Color, RenderTarget, RenderWindow,
Sprite, Transformable
};
use sfml::window::{ Event, Key, Style};
use sfml::system::Vector2 as sfVec2;
use ncollide2d::bounding_volume::{AABB, BoundingVolumeInterferencesCollector};
use ncollide2d::partitioning::BVT;
use sfml::graphics::RectangleShape;
use std::{thread, time};
use std::cell::RefCell;
use std::rc::Rc;
use ncollide2d::bounding_volume;
pub struct EntState<'a> {
dynamic_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
dynamic_entities: Vec<RefCell< Sprite<'a> >>,
static_bvh : Option<BVT<&'a Sprite<'a>, AABB<f64>>>,
static_entities : Vec<RefCell< Sprite<'a> >>,
player : Player<'a>,
}
impl<'a> EntState<'a> {
pub fn gen_bvt(&'a mut self) {
let mut dynamic_sprites: Vec<(&'a Sprite, AABB<f64>)> = Vec::new();
{
for i in self.dynamic_entities {
let bounds = i.borrow().global_bounds();
let pos = i.borrow().position();
let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
dynamic_sprites.push((&i.borrow(), volume));
}
}
self.dynamic_bvh = Some(BVT::new_balanced(dynamic_sprites));
// let mut static_sprites: Vec<(&Sprite, AABB<f64>)> = Vec::new();
// {
// for i in self.static_entities {
// let bounds = i.local_bounds();
// let pos = i.position();
// let volume = bounding_volume::AABB::new(na::Point2::new(pos.x as f64, pos.y as f64),
// na::Point2::new((pos.x + bounds.width) as f64, (pos.y + bounds.width) as f64));
//
// static_sprites.push((i, volume));
// }
// }
// self.static_bvh = Some(BVT::new_balanced(static_sprites));
}
}
fn main() {
let loader = Loader::new();
let mut state = EntState {
dynamic_bvh: Option::None,
dynamic_entities: Vec::new(),
static_bvh: Option::None,
static_entities: Vec::new(),
player: Player::new(),
};
loader.read_static_entities(String::from("static_entities.txt"), &mut state);
loader.read_dynamic_entities(String::from("dynamic_entities.txt"), &mut state);
let mut resources = Resources::new();
let mut collision = Collision::new();
let mut state = EntState::new();
state.gen_bvt();
state.read_static_entities(String::from("static_entities.txt"), &resources);
//state.read_static_entities(String::from("static_entities.txt"), &resources);
//state.read_dynamic_entities(String::from("dynamic_entities.txt"));
//state.gen_bvt();
let mut window = RenderWindow::new(