lyra-engine/examples/lua-scripting/src/main.rs

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use std::ptr::NonNull;
use lyra_engine::{
assets::{gltf::Gltf, ResourceManager}, ecs::{
query::{Res, ResMut, View},
system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem},
World,
}, game::Game, input::{
Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource,
InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput,
}, lua::{LuaScript, LuaScriptingPlugin}, math::{self, Transform, Vec3}, render::light::directional::DirectionalLight, scene::{
CameraComponent, FreeFlyCamera, FreeFlyCameraPlugin, WorldTransform,
ACTLBL_LOOK_LEFT_RIGHT, ACTLBL_LOOK_ROLL, ACTLBL_LOOK_UP_DOWN,
ACTLBL_MOVE_FORWARD_BACKWARD, ACTLBL_MOVE_LEFT_RIGHT, ACTLBL_MOVE_UP_DOWN,
}, DeltaTime, Script, ScriptList
};
use tracing::info;
#[async_std::main]
async fn main() {
let action_handler_plugin = |game: &mut Game| {
let action_handler = ActionHandler::builder()
.add_layout(LayoutId::from(0))
.add_action(ACTLBL_MOVE_FORWARD_BACKWARD, Action::new(ActionKind::Axis))
.add_action(ACTLBL_MOVE_LEFT_RIGHT, Action::new(ActionKind::Axis))
.add_action(ACTLBL_MOVE_UP_DOWN, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_LEFT_RIGHT, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_UP_DOWN, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_ROLL, Action::new(ActionKind::Axis))
.add_action("Debug", Action::new(ActionKind::Button))
.add_mapping(
ActionMapping::builder(LayoutId::from(0), ActionMappingId::from(0))
.bind(
ACTLBL_MOVE_FORWARD_BACKWARD,
&[
ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0),
],
)
.bind(
ACTLBL_MOVE_LEFT_RIGHT,
&[
ActionSource::Keyboard(KeyCode::A).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::D).into_binding_modifier(1.0),
],
)
.bind(
ACTLBL_MOVE_UP_DOWN,
&[
ActionSource::Keyboard(KeyCode::C).into_binding_modifier(1.0),
ActionSource::Keyboard(KeyCode::Z).into_binding_modifier(-1.0),
],
)
.bind(
ACTLBL_LOOK_LEFT_RIGHT,
&[
ActionSource::Mouse(MouseInput::Axis(MouseAxis::X)).into_binding(),
ActionSource::Keyboard(KeyCode::Left).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Right).into_binding_modifier(1.0),
],
)
.bind(
ACTLBL_LOOK_UP_DOWN,
&[
ActionSource::Mouse(MouseInput::Axis(MouseAxis::Y)).into_binding(),
ActionSource::Keyboard(KeyCode::Up).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Down).into_binding_modifier(1.0),
],
)
.bind(
ACTLBL_LOOK_ROLL,
&[
ActionSource::Keyboard(KeyCode::E).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Q).into_binding_modifier(1.0),
],
)
.bind(
"Debug",
&[ActionSource::Keyboard(KeyCode::B).into_binding()],
)
.finish(),
)
.finish();
let world = game.world_mut();
world.add_resource(action_handler);
game.with_plugin(InputActionPlugin);
};
Game::initialize()
.await
.with_plugin(lyra_engine::DefaultPlugins)
.with_plugin(setup_scene_plugin)
.with_plugin(action_handler_plugin)
.with_plugin(setup_script_plugin)
//.with_plugin(camera_debug_plugin)
.with_plugin(FreeFlyCameraPlugin)
.run()
.await;
}
fn setup_scene_plugin(game: &mut Game) {
let world = game.world_mut();
let resman = world.get_resource_mut::<ResourceManager>();
let camera_gltf = resman
.request::<Gltf>("../assets/AntiqueCamera.glb")
.unwrap();
camera_gltf.wait_recurse_dependencies_load();
let camera_mesh = &camera_gltf.data_ref().unwrap().scenes[0];
drop(resman);
world.spawn((
camera_mesh.clone(),
WorldTransform::default(),
Transform::from_xyz(0.0, -5.0, -2.0),
));
{
let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
light_tran.rotate_x(math::Angle::Degrees(-45.0));
light_tran.rotate_y(math::Angle::Degrees(25.0));
world.spawn((
DirectionalLight {
enabled: true,
color: Vec3::ONE,
intensity: 0.15, //..Default::default()
},
light_tran,
));
}
let mut camera = CameraComponent::new_3d();
camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
world.spawn((camera, FreeFlyCamera::default()));
}
fn setup_script_plugin(game: &mut Game) {
game.with_plugin(LuaScriptingPlugin);
let world = game.world_mut();
let res_man = world.get_resource_mut::<ResourceManager>();
let script = res_man.request::<LuaScript>("scripts/test.lua").unwrap();
res_man.watch("scripts/test.lua", false).unwrap();
drop(res_man);
let script = Script::new("test.lua", script);
let scripts = ScriptList::new(vec![script]);
world.spawn((scripts,));
}