Move Transform to math module
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1bdf51a56b
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@ -1,6 +1,6 @@
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use specs::{Component, DenseVecStorage};
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use specs::{Component, DenseVecStorage};
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use crate::render::transform::Transform;
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use crate::math::Transform;
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#[derive(Component, Clone)]
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#[derive(Component, Clone)]
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pub struct TransformComponent {
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pub struct TransformComponent {
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19
src/game.rs
19
src/game.rs
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@ -120,25 +120,6 @@ impl GameLoop {
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// Update the world
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// Update the world
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self.update().await;
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self.update().await;
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// Collect models from the ecs world
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/* let mut jobs = vec![];
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let world = self.world.lock().await;
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let model2d_storage = world.read_storage::<Model2d>();
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for model in model2d_storage.join() {
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let job = RenderJob::new(&model.mesh);
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jobs.push(job);
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}
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// drop some stuff for the borrow checker
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drop(model2d_storage);
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drop(world);
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for job in jobs.iter() {
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println!("job");
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} */
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let mut world = self.world.lock().await;
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let mut world = self.world.lock().await;
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for (ent, (transform,)) in world.query_mut::<(&mut TransformComponent,)>() {
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for (ent, (transform,)) in world.query_mut::<(&mut TransformComponent,)>() {
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@ -3,3 +3,6 @@ pub use glam::*;
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pub mod angle;
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pub mod angle;
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pub use angle::*;
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pub use angle::*;
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pub mod transform;
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pub use transform::*;
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@ -8,4 +8,3 @@ pub mod mesh;
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pub mod texture;
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pub mod texture;
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pub mod shader_loader;
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pub mod shader_loader;
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pub mod material;
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pub mod material;
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pub mod transform;
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@ -1,6 +1,8 @@
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use hecs::Entity;
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use hecs::Entity;
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use super::{mesh::Mesh, material::Material, transform::Transform};
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use crate::math::Transform;
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use super::{mesh::Mesh, material::Material};
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pub struct RenderJob {
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pub struct RenderJob {
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mesh: Mesh,
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mesh: Mesh,
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@ -15,11 +15,11 @@ use hecs::{World, Entity};
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use crate::ecs::components::model_2d::Model2dComponent;
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use crate::ecs::components::model_2d::Model2dComponent;
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use crate::ecs::components::transform::TransformComponent;
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use crate::ecs::components::transform::TransformComponent;
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use crate::math::Transform;
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use crate::resources;
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use crate::resources;
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use super::desc_buf_lay::DescVertexBufferLayout;
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use super::desc_buf_lay::DescVertexBufferLayout;
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use super::texture::RenderTexture;
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use super::texture::RenderTexture;
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use super::transform::Transform;
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use super::{render_pipeline::FullRenderPipeline, vertex::{VERTICES}, render_buffer::BufferStorage, render_job::RenderJob, mesh::Mesh};
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use super::{render_pipeline::FullRenderPipeline, vertex::{VERTICES}, render_buffer::BufferStorage, render_job::RenderJob, mesh::Mesh};
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#[async_trait]
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#[async_trait]
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