Bam! Camera movement, pure jank implementation but on the right track
This commit is contained in:
124
src/main.rs
124
src/main.rs
@@ -30,10 +30,10 @@ use winit::{
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use gilrs::Event as GilEvent;
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use crate::camera::{CameraController, Camera};
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use crate::components::{Collider, Color, Physics, Position};
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use crate::components::{Collider, Color, Physics, Position, LoopState};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use crate::owned_event::TrEventExtension;
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use crate::owned_event::{OwnedEventExtension, OwnedEvent};
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use gilrs::{Gamepad, Gilrs};
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use rapier3d::counters::Timer;
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@@ -85,12 +85,10 @@ fn main() {
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(local_pool, spawner)
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};
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// Schedule for the render systen
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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// TODO schedule for the update system and others
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let mut update_schedule = Schedule::builder()
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.add_system(physics::update_camera_system())
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.add_system(physics::run_physics_system())
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@@ -98,7 +96,11 @@ fn main() {
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// next system here, gamelogic update system?
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.build();
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let event_loop = EventLoop::<TrEventExtension>::with_user_event();
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let mut event_schedule = Schedule::builder()
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.add_system(owned_event::event_dispatch_system())
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.build();
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let event_loop = EventLoop::<OwnedEventExtension>::with_user_event();
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("MVGE");
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@@ -126,10 +128,15 @@ fn main() {
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resources.insert(physics_state);
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resources.insert(physics_pipeline);
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resources.insert(CameraController::new(1.0, 1.0));
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resources.insert(Instant::now());
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resources.insert(LoopState {
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delta_time: Default::default(),
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start_time: Instant::now(),
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step_size: 0.005,
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});
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resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
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let event_loop_proxy = event_loop.create_proxy();
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std::thread::spawn(move || {
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@@ -148,7 +155,7 @@ fn main() {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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event_loop_proxy.send_event(TrEventExtension::GamepadEvent {
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event_loop_proxy.send_event(OwnedEventExtension::GamepadEvent {
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gil_event: GilEvent { id, event, time }
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}).ok();
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}
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@@ -164,19 +171,15 @@ fn main() {
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}
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});
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32 = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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let loop_state = resources.get::<LoopState>().unwrap();
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loop_state.start_time.elapsed()
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}.as_secs_f32();
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let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = elapsed_time;
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event_loop.run(move |event, _, control_flow| {
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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@@ -184,12 +187,17 @@ fn main() {
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*control_flow = ControlFlow::Poll;
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match event {
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event::Event::NewEvents(cause) => {
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event_schedule.execute(&mut world, &mut resources);
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resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap().clear();
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}
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event::Event::MainEventsCleared => {
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elapsed_time = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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}.as_secs_f32();
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let (step_size, elapsed_time) = { // deltatime since last frame
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let loop_state = resources.get::<LoopState>().unwrap();
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(loop_state.step_size, loop_state.start_time.elapsed().as_secs_f32())
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};
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delta_time = elapsed_time - current_time;
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current_time = elapsed_time;
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if delta_time > 0.02 {
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@@ -197,35 +205,15 @@ fn main() {
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}
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accumulator_time += delta_time;
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let dt = { // deltatime since last frame
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let last_frame = resources.get::<Instant>().unwrap();
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last_frame.elapsed()
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};
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update_schedule.execute(&mut world, &mut resources);
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// ask for a redraw every 20 millis
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if dt > Duration::from_millis(20) {
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while ((accumulator_time - step_size) >= step_size) {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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update_schedule.execute(&mut world, &mut resources);
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}
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// update the world time here for next update
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resources.insert(Instant::now());
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// ==== FPS LOCKED ====
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render_schedule.execute(&mut world, &mut resources);
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}
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event::Event::DeviceEvent {
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event: MouseMotion { delta },
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..
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} => {
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.cam_look_delta((delta.0, delta.1));
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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// Resizing will queue a request_redraw
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event::Event::WindowEvent {
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event: WindowEvent::Resized(size),
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@@ -239,51 +227,37 @@ fn main() {
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.get_mut::<Renderer>()
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.unwrap()
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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}
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| WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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_ => {
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//renderer.update(event);
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}
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},
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event::Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit
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}
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event::Event::RedrawRequested(_) => {
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// Call the render system
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render_schedule.execute(&mut world, &mut resources);
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}
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_ => {}
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}
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resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap().push(event.into());
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});
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}
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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// let camera_ent: Entity = world.push((
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// Camera {
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// position: Point3 {
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// x: 5.0,
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// y: 5.0,
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// z: 5.0
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// },
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// yaw: Rad(45.0),
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// pitch: Rad(45.0)
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// }
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// ));
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let camera_ent: Entity = world.push((
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Camera {
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position: Point3 {
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x: 5.0,
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y: 5.0,
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z: 5.0
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},
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yaw: Rad(0.0),
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pitch: Rad(-75.0)
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},
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CameraController::new(1.0, 1.0),
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));
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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