Tiled Forward Rendering #5
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@ -1,6 +1,6 @@
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use std::ptr::NonNull;
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use std::{cell::Ref, ptr::NonNull};
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use lyra_engine::{assets::gltf::Gltf, ecs::{system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Transform, Vec3}, render::light::{directional::DirectionalLight, SpotLight}, scene::CameraComponent, DeltaTime};
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use lyra_engine::{assets::gltf::Gltf, ecs::{query::{QueryBorrow, ViewState}, system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Quat, Transform, Vec3}, render::light::{directional::DirectionalLight, SpotLight}, scene::CameraComponent, DeltaTime};
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use lyra_engine::assets::ResourceManager;
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mod free_fly_camera;
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@ -218,7 +218,13 @@ async fn main() {
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} */
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let mut camera = CameraComponent::new_3d();
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
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// these values were taken by manually positioning the camera in the scene.
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camera.transform = Transform::new(
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Vec3::new(-10.0, 0.94, -0.28),
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Quat::from_xyzw(0.03375484, -0.7116095, 0.0342693, 0.70092666),
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Vec3::ONE
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);
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//camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
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world.spawn(( camera, FreeFlyCamera::default() ));
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Ok(())
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@ -257,11 +263,15 @@ async fn main() {
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};
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let jiggle_plugin = move |game: &mut Game| {
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game.world_mut().add_resource(TpsAccumulator(0.0));
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/* game.world_mut().add_resource(TpsAccumulator(0.0));
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let mut sys = BatchedSystem::new();
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sys.with_criteria(FixedTimestep::new(45));
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sys.with_system(spin_system.into_system());
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sys.with_system(spin_system.into_system()); */
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/* let mut camera = CameraComponent::new_3d();
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
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world.spawn(( camera, FreeFlyCamera::default() )); */
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//sys.with_system(fps_system);
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//game.with_system("fixed", sys, &[]);
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