use lyra_engine::{math, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent}, EventQueue}, math::Transform, input::{KeyCode, InputButtons, MouseMotion}, game::Game}; use lyra_engine::assets::{ResourceManager, Model}; use tracing::debug; /* pub const VERTICES: &[Vertex] = &[ Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.00759614], }, // A Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.43041354], }, // B Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.949397], }, // C Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732914], }, // D Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.2652641], }, // E ]; */ pub const INDICES: &[u16] = &[ 0, 1, 4, 1, 2, 4, 2, 3, 4, ]; #[async_std::main] async fn main() { let setup_sys = |world: &mut World| -> anyhow::Result<()> { /* { let mut window_options = world.get_resource_mut::>().unwrap(); window_options.cursor_grab = CursorGrabMode::Confined; window_options.cursor_visible = false; } */ let mut resman = world.get_resource_mut::().unwrap(); //let diffuse_texture = resman.request::("assets/happy-tree.png").unwrap(); let antique_camera_model = resman.request::("assets/AntiqueCamera.glb").unwrap(); //let cube_model = resman.request::("assets/texture-sep/texture-sep.gltf").unwrap(); drop(resman); /* world.spawn(( ModelComponent(cube_model.clone()), TransformComponent::from(Transform::from_xyz(3.0, 0.5, -2.2)), )); */ world.spawn(( ModelComponent(antique_camera_model), TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)), )); let mut camera = CameraComponent::new_3d(); camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5); //camera.transform.rotate_y(Angle::Degrees(-25.0)); camera.transform.rotate_z(math::Angle::Degrees(-90.0)); world.spawn((camera,)); Ok(()) }; /* let fps_system = |world: &mut World| -> anyhow::Result<()> { let mut counter: RefMut = world.get_resource_mut().unwrap(); let fps = counter.tick(); debug!("FPS: {fps}"); Ok(()) }; let fps_plugin = move |game: &mut Game| { let world = game.world(); world.insert_resource(fps_counter::FPSCounter::new()); game.with_system("fps", fps_system, &["input"]); }; */ let jiggle_system = |world: &mut World| -> anyhow::Result<()> { let keys = world.get_resource::>(); if keys.is_none() { return Ok(()); } let keys = keys.unwrap(); let speed = 0.01; let rot_speed = 1.0; let mut dir_x = 0.0; let mut dir_y = 0.0; let mut dir_z = 0.0; let mut rot_x = 0.0; let mut rot_y = 0.0; if keys.is_pressed(KeyCode::A) { dir_x += speed; } if keys.is_pressed(KeyCode::D) { dir_x -= speed; } if keys.is_pressed(KeyCode::S) { dir_y += speed; } if keys.is_pressed(KeyCode::W) { dir_y -= speed; } if keys.is_pressed(KeyCode::E) { dir_z += speed; } if keys.is_pressed(KeyCode::Q) { dir_z -= speed; } if keys.is_pressed(KeyCode::Left) { rot_y -= rot_speed; } if keys.is_pressed(KeyCode::Right) { rot_y += rot_speed; } if keys.is_pressed(KeyCode::Up) { rot_x -= rot_speed; } if keys.is_pressed(KeyCode::Down) { rot_x += rot_speed; } drop(keys); if dir_x == 0.0 && dir_y == 0.0 && dir_z == 0.0 && rot_x == 0.0 && rot_y == 0.0 { return Ok(()); } //debug!("moving by ({}, {})", dir_x, dir_y); for transform in world.query_mut::<(&mut TransformComponent,)>().iter_mut() { let t = &mut transform.transform; //debug!("Translation: {}", t.translation); //debug!("Rotation: {}", t.rotation); /* t.translation += glam::Vec3::new(0.0, 0.001, 0.0); t.translation.x *= -1.0; */ t.translation.x += dir_x; t.translation.y += dir_y; t.translation.z += dir_z; t.rotate_x(math::Angle::Degrees(rot_x)); t.rotate_y(math::Angle::Degrees(rot_y)); } let events = world.get_resource_mut::().unwrap(); if let Some(mm) = events.read_events::() { debug!("Mouse motion: {:?}", mm); } Ok(()) }; let jiggle_plugin = move |game: &mut Game| { game.with_system("jiggle", jiggle_system, &["input"]); }; Game::initialize().await .with_plugin(lyra_engine::DefaultPlugins) .with_startup_system(setup_sys) //.with_plugin(fps_plugin) .with_plugin(jiggle_plugin) .run().await; }