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notes/MakingAnActualThing.txt
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26
notes/MakingAnActualThing.txt
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Content-Type: text/x-zim-wiki
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Wiki-Format: zim 0.4
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Creation-Date: 2020-08-06T21:51:48-07:00
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====== MakingAnActualThing ======
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Created Thursday 06 August 2020
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So, I need to figure out how to determine which objects will :
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* Be rendered
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* Be notified
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* Get batched
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* And initialized
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The best candidate that I have right now is some sort of "scene" setup. Maybe something like
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pub struct Scene {
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drawables_bucket
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notifiable_bucket
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}
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impl Scene {
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pub fn init() -> Scene {}
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pub fn get_drawable() -> Maybe iterator of drawables?
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pub fn get_notifiable() -
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}
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83
src/main.rs
83
src/main.rs
@@ -48,7 +48,79 @@ pub mod canvas;
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pub mod compute;
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extern crate specs;
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use specs::prelude::*;
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// A component contains data which is
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// associated with an entity.
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struct Vel(f32);
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impl Component for Vel {
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type Storage = VecStorage<Self>;
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}
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struct Pos(f32);
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impl Component for Pos {
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type Storage = VecStorage<Self>;
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}
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struct SysA;
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impl<'a> System<'a> for SysA {
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// These are the resources required for execution.
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// You can also define a struct and `#[derive(SystemData)]`,
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// see the `full` example.
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type SystemData = (WriteStorage<'a, Pos>, ReadStorage<'a, Vel>);
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fn run(&mut self, (mut pos, vel): Self::SystemData) {
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// The `.join()` combines multiple components,
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// so we only access those entities which have
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// both of them.
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// This joins the component storages for Position
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// and Velocity together; it's also possible to do this
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// in parallel using rayon's `ParallelIterator`s.
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// See `ParJoin` for more.
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for (pos, vel) in (&mut pos, &vel).join() {
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pos.0 += vel.0;
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}
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}
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}
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pub fn main() {
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// The `World` is our
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// container for components
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// and other resources.
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let mut world = World::new();
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world.register::<Pos>();
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world.register::<Vel>();
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world.reg
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// An entity may or may not contain some component.
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world.create_entity().with(Vel(2.0)).with(Pos(0.0)).build();
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world.create_entity().with(Vel(4.0)).with(Pos(1.6)).build();
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world.create_entity().with(Vel(1.5)).with(Pos(5.4)).build();
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world.create_entity().with(Pos(2.0)).build();
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let mut dispatcher = DispatcherBuilder::new()
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.with(SysA, "sys_a", &[]).build();
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// This dispatches all the systems in parallel (but blocking).
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dispatcher.dispatch(&mut world);
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hprof::start_frame();
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let q1 = hprof::enter("setup");
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@@ -174,6 +246,14 @@ pub fn main() {
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let mut canvas_frame = CanvasFrame::new(window_size);
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let mut compu_frame = CompuFrame::new(window_size);
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// What would the component for a sprite be...
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// Drawable with the vertex format in one rendering system
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// position + velocity could then be two more in one system
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// maybe some sort of input system
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//
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let mut big_container = vec![
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Box::new(Slider::new((0.1, 0.1), (0.9, 0.9), 5000)),
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Box::new(Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone())),
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@@ -323,8 +403,5 @@ pub fn click_test(event_loop_proxy: EventLoopProxy<TrEvent>, canvas_state: &Canv
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