Bam! Camera movement, pure jank implementation but on the right track

This commit is contained in:
2021-02-13 01:34:49 -08:00
parent 189805dd13
commit 9c48da280c
6 changed files with 334 additions and 300 deletions

View File

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