288 lines
10 KiB
Rust
288 lines
10 KiB
Rust
use std::ptr::NonNull;
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use lyra_engine::{math::{self, Vec3}, math::Transform, input::{KeyCode, ActionHandler, Action, ActionKind, LayoutId, ActionMapping, ActionSource, ActionMappingId, InputActionPlugin, MouseInput, MouseAxis}, game::Game, render::{window::{CursorGrabMode, WindowOptions}, light::{PointLight, directional::DirectionalLight, SpotLight}}, change_tracker::Ct, ecs::{system::{Criteria, CriteriaSchedule, BatchedSystem, IntoSystem}, world::World, Component}, DeltaTime, scene::{TransformComponent, ModelComponent, CameraComponent}};
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use lyra_engine::assets::{ResourceManager, Model};
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mod free_fly_camera;
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use free_fly_camera::{FreeFlyCameraPlugin, FreeFlyCamera};
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struct FixedTimestep {
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max_tps: u32,
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fixed_time: f32,
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accumulator: f32,
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}
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#[allow(dead_code)]
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impl FixedTimestep {
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pub fn new(max_tps: u32) -> Self {
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Self {
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max_tps,
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fixed_time: Self::calc_fixed_time(max_tps),
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accumulator: 0.0,
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}
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}
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fn calc_fixed_time(max_tps: u32) -> f32 {
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1.0 / max_tps as f32
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}
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fn set_tps(&mut self, tps: u32) {
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self.max_tps = tps;
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self.fixed_time = Self::calc_fixed_time(tps);
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}
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fn tps(&self) -> u32 {
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self.max_tps
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}
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fn fixed_time(&self) -> f32 {
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self.fixed_time
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}
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}
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impl Criteria for FixedTimestep {
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fn can_run(&mut self, mut world: NonNull<World>, check_count: u32) -> CriteriaSchedule {
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let world = unsafe { world.as_mut() };
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if check_count == 0 {
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let delta_time = world.get_resource::<DeltaTime>();
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self.accumulator += **delta_time;
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}
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if self.accumulator >= self.fixed_time {
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self.accumulator -= self.fixed_time;
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return CriteriaSchedule::YesAndLoop;
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}
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CriteriaSchedule::No
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}
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}
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#[derive(Clone)]
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struct TpsAccumulator(f32);
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#[derive(Component)]
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struct CubeFlag;
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#[async_std::main]
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async fn main() {
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let setup_sys = |world: &mut World| -> anyhow::Result<()> {
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{
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let mut window_options = world.get_resource_mut::<Ct<WindowOptions>>();
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window_options.cursor_grab = CursorGrabMode::Confined;
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window_options.cursor_visible = false;
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}
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let mut resman = world.get_resource_mut::<ResourceManager>();
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//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
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let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
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//let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
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let cube_model = resman.request::<Model>("assets/texture-sep/texture-sep.gltf").unwrap();
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let crate_model = resman.request::<Model>("assets/crate/crate.gltf").unwrap();
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drop(resman);
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world.spawn((
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ModelComponent(antique_camera_model),
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TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)),
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));
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{
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let cube_tran = Transform::from_xyz(-3.5, 0.0, -8.0);
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//cube_tran.rotate_y(math::Angle::Degrees(180.0));
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world.spawn((
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TransformComponent::from(cube_tran),
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ModelComponent(crate_model.clone()),
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CubeFlag,
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));
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}
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{
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let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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light_tran.rotate_x(math::Angle::Degrees(-45.0));
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light_tran.rotate_y(math::Angle::Degrees(25.0));
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world.spawn((
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DirectionalLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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ambient: 0.3,
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diffuse: 1.0,
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specular: 1.3,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model.clone()),
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));
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}
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{
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let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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SpotLight {
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color: Vec3::new(1.0, 0.2, 0.2),
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cutoff: math::Angle::Degrees(12.5),
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outer_cutoff: math::Angle::Degrees(17.5),
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constant: 1.0,
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linear: 0.007,
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quadratic: 0.0002,
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ambient: 0.0,
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diffuse: 7.0,
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specular: 1.0,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model.clone()),
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));
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}
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/* {
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let mut light_tran = Transform::from_xyz(-5.0, 2.5, -9.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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intensity: 1.0,
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constant: 1.0,
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linear: 0.045,
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quadratic: 0.0075,
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ambient: 0.1,
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diffuse: 1.0,
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specular: 1.3,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model.clone()),
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));
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} */
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{
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let mut light_tran = Transform::from_xyz(2.0, 2.5, -9.5);
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light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
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world.spawn((
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PointLight {
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color: Vec3::new(0.0, 0.0, 1.0),
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intensity: 3.3,
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constant: 1.0,
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linear: 0.09,
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quadratic: 0.032,
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ambient: 0.2,
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diffuse: 1.0,
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specular: 1.3,
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},
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TransformComponent::from(light_tran),
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ModelComponent(cube_model),
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));
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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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world.spawn(( camera, FreeFlyCamera::default() ));
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Ok(())
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};
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#[allow(unused_variables)]
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let fps_system = |world: &mut World| -> anyhow::Result<()> {
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let mut counter = world.get_resource_mut::<fps_counter::FPSCounter>();
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let fps = counter.tick();
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println!("FPS: {fps}");
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Ok(())
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};
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let fps_plugin = move |game: &mut Game| {
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let world = game.world();
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world.add_resource(fps_counter::FPSCounter::new());
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};
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let spin_system = |world: &mut World| -> anyhow::Result<()> {
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const SPEED: f32 = 4.0;
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let delta_time = **world.get_resource::<DeltaTime>();
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for (mut transform, _) in world.view_iter::<(&mut TransformComponent, &CubeFlag)>() {
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let t = &mut transform.transform;
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t.rotate_y(math::Angle::Degrees(SPEED * delta_time));
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}
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for (mut transform, _s) in world.view_iter::<(&mut TransformComponent, &mut SpotLight)>() {
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let t = &mut transform.transform;
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t.rotate_x(math::Angle::Degrees(SPEED * delta_time));
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}
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Ok(())
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};
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let jiggle_plugin = move |game: &mut Game| {
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game.world().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(fps_system);
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game.with_system("fixed", sys, &[]);
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fps_plugin(game);
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};
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let action_handler_plugin = |game: &mut Game| {
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let action_handler = ActionHandler::new()
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.add_layout(LayoutId::from(0))
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.add_action("forward_backward", Action::new(ActionKind::Axis))
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.add_action("left_right", Action::new(ActionKind::Axis))
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.add_action("up_down", Action::new(ActionKind::Axis))
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.add_action("look_left_right", Action::new(ActionKind::Axis))
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.add_action("look_up_down", Action::new(ActionKind::Axis))
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.add_action("look_rotate", Action::new(ActionKind::Axis))
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.add_mapping(ActionMapping::new(LayoutId::from(0), ActionMappingId::from(0))
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.bind("forward_backward", &[
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ActionSource::Keyboard(KeyCode::W).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::S).into_binding_modifier(-1.0)
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])
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.bind("left_right", &[
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ActionSource::Keyboard(KeyCode::A).into_binding_modifier(-1.0),
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ActionSource::Keyboard(KeyCode::D).into_binding_modifier(1.0)
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])
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.bind("up_down", &[
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ActionSource::Keyboard(KeyCode::C).into_binding_modifier(1.0),
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ActionSource::Keyboard(KeyCode::Z).into_binding_modifier(-1.0)
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])
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.bind("look_left_right", &[
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ActionSource::Mouse(MouseInput::Axis(MouseAxis::X)).into_binding(),
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ActionSource::Keyboard(KeyCode::Left).into_binding_modifier(-1.0),
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ActionSource::Keyboard(KeyCode::Right).into_binding_modifier(1.0),
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//ActionSource::Gamepad(GamepadFormat::DualAxis, GamepadInput::Axis(GamepadAxis::RThumbstickX)).into_binding(),
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])
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.bind("look_up_down", &[
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ActionSource::Mouse(MouseInput::Axis(MouseAxis::Y)).into_binding(),
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ActionSource::Keyboard(KeyCode::Up).into_binding_modifier(-1.0),
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ActionSource::Keyboard(KeyCode::Down).into_binding_modifier(1.0),
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//ActionSource::Gamepad(GamepadFormat::DualAxis, GamepadInput::Axis(GamepadAxis::RThumbstickY)).into_binding(),
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])
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.bind("look_rotate", &[
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ActionSource::Keyboard(KeyCode::E).into_binding_modifier(-1.0),
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ActionSource::Keyboard(KeyCode::Q).into_binding_modifier(1.0),
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])
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.finish()
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);
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game.world().add_resource(action_handler);
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game.with_plugin(InputActionPlugin);
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};
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Game::initialize().await
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.with_plugin(lyra_engine::DefaultPlugins)
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.with_startup_system(setup_sys.into_system())
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.with_plugin(action_handler_plugin)
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//.with_plugin(fps_plugin)
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.with_plugin(jiggle_plugin)
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.with_plugin(FreeFlyCameraPlugin)
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.run().await;
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}
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