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@@ -3,6 +3,29 @@ name = "terrain.1"
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type = "StaticMesh"
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mesh = "test-textured.obj"
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[[entities]]
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name = "ball.1"
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type = "PhysicsEntity"
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mesh = "ball.obj"
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[entities.position]
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x = 15.0
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y = 15.0
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z = 15.0
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[entities.position.rotation]
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x = 0.0
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y = 0.0
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z = 0.0
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[entities.physics]
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body_status = "static"
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[entities.physics.cuboid]
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x = 1.0
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y = 1.0
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z = 1.0
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[[entities]]
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name = "tile.1"
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type = "Sprite"
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@@ -99,10 +99,9 @@ ECS
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entities & behaviours (got the entities!)
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scripting!
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Todo:
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Load scene imgui interface w/ toml files
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FPS graph port from voxel raycaster
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This means a scene graph
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better imgui interface with components & systems
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Figure out eventing, GameInput, passing all events, etc.
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+ texturing
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@@ -158,7 +157,7 @@ fn main() {
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let mut render_schedule = Schedule::builder()
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.add_system(render::system::render_imgui_system())
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//.add_system(render::system::render_test_system())
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.add_system(render::system::render_function_system())
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.add_system(render::system::render_performance_flag_system())
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.build();
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@@ -38,10 +38,10 @@ pub fn run_physics(
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Some(handle) => handle,
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};
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if collider.collider_handle == None {
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let handle = physics_state.colliders.insert(
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let handle = physics_state.colliders.insert_with_parent(
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collider.collider.clone(),
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//rigid_body_handle,
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//&mut physics_state.bodies,
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rigid_body_handle,
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&mut physics_state.bodies,
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);
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collider.collider_handle = Some(handle);
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}
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@@ -106,6 +106,8 @@ pub fn update_models(
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) {
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// Make sure all the entities we care about are added to the system
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// TODO add scenegraph component to compare against
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// allows per node rotation, better logging
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let mut query = <(&mut Collider, &mut Physics, &mut Mesh, &mut Position)>::query();
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for (collider, physics, mesh, position) in query.iter_mut(world) {
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let pos = physics_state
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@@ -114,7 +114,7 @@ impl RuntimeState {
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self.mesh_cache.get(mesh)
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}
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pub fn get_entities(&mut self) -> Vec<TomlEntityDescription> {
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pub fn p(&mut self) -> Vec<TomlEntityDescription> {
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self.config_db.entities.clone()
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}
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@@ -132,7 +132,5 @@ impl RuntimeState {
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self.mesh_cache.insert(filename, mesh);
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}
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}
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//panic!("nah");
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}
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}
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