Start with control scheme
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f61e253032
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cf3d4f142a
5 changed files with 134 additions and 12 deletions
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@ -1,6 +1,8 @@
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use crate::prelude::*;
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use anyhow::Result;
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use asset::AssetMesh;
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use context::prelude::cgmath::Matrix4;
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use std::{
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ops::{Index, IndexMut},
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@ -74,6 +76,13 @@ impl Draw {
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self.meshes.iter_mut()
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}
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pub fn set_transform(&self, transform: Matrix4<f32>) -> Result<()> {
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self.iter().try_for_each(|mesh| {
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mesh.model_buffer()
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.fill(&[(transform * mesh.model_matrix()).into()])
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})
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}
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pub fn len(&self) -> usize {
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self.meshes.len()
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}
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@ -140,7 +140,7 @@ impl FreeSpaceControl {
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self.add_rotation(rotation_changes);
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self.position += rotated_position_changes;
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Some(Matrix4::from(self.rotation_matrix()) * Matrix4::from_translation(self.position))
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Some(Matrix4::from_translation(self.position) * Matrix4::from(self.rotation_matrix()))
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}
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#[rustfmt::skip]
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@ -174,8 +174,8 @@ impl Location {
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* Matrix4::from_nonuniform_scale(self.scale.x, self.scale.y, self.scale.z);
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}
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pub fn transformation_matrix(&self) -> &Matrix4<f32> {
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&self.transformation
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pub fn transformation_matrix(&self) -> Matrix4<f32> {
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self.transformation
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}
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fn update_apply(&mut self) -> Result<()> {
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@ -208,15 +208,10 @@ impl Location {
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pub unsafe fn apply_model_matrices(
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&self,
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transformation: &Matrix4<f32>,
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transformation: Matrix4<f32>,
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draw: &Draw,
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) -> Result<()> {
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for mesh in draw.iter() {
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mesh.model_buffer()
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.fill(&[(transformation * mesh.model_matrix()).into()])?;
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}
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Ok(())
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draw.set_transform(transformation)
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}
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}
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@ -1,8 +1,88 @@
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use std::collections::HashMap;
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use anyhow::Result;
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use ecs::*;
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use engine::prelude::*;
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#[derive(Clone, Copy, Debug)]
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struct PlayerEntity(Entity);
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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enum Input {
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Axis(u8),
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Button(Button),
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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enum Button {
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One,
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}
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#[derive(Clone, Copy, Debug)]
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enum Control {
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Throttle,
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StrafeHorizontal,
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StrafeVertical,
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Yaw,
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Pitch,
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Roll,
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PrimaryWeapon,
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SecondaryWeapon,
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}
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#[derive(Clone, Debug)]
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struct ControllerSettings {
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mappings: HashMap<(String, Input), Control>,
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}
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impl Default for ControllerSettings {
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fn default() -> Self {
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Self {
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mappings: [
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(
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("Controller 1".to_string(), Input::Axis(0)),
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Control::Throttle,
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),
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(
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("Controller 1".to_string(), Input::Axis(1)),
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Control::StrafeHorizontal,
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),
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(
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("Controller 1".to_string(), Input::Axis(2)),
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Control::StrafeVertical,
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),
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(("Controller 1".to_string(), Input::Axis(3)), Control::Pitch),
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(
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("Controller 1".to_string(), Input::Button(Button::One)),
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Control::PrimaryWeapon,
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),
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(("Controller 2".to_string(), Input::Axis(1)), Control::Yaw),
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(("Controller 2".to_string(), Input::Axis(0)), Control::Roll),
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(
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("Controller 2".to_string(), Input::Button(Button::One)),
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Control::SecondaryWeapon,
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),
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]
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.into_iter()
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.collect(),
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}
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}
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}
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impl ControllerSettings {
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pub fn map_axis(
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&self,
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controller_name: impl ToString,
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axes: ControllerAxis,
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) -> Vec<(Control, f32)> {
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self.mappings
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.get(&controller_name.to_string())
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.map(|control| *control)
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}
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}
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pub struct Game;
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impl Game {
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@ -11,6 +91,9 @@ impl Game {
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}
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pub fn event(&mut self, world: &mut World, event: EngineEvent<'_>) -> Result<()> {
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let player = world.resources.get::<PlayerEntity>();
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let fighter_object = world.entity_mut(player.0)?;
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match event {
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EngineEvent::MouseButtonDown(MouseButton::Left) => {
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let camera_control = world.resources.get_mut::<FreeCameraControl>();
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@ -28,6 +111,8 @@ impl Game {
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camera_control.mouse_move(x, y, scene.view_mut())?;
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}
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EngineEvent::ControllerAxis(controller, axis) => {}
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_ => (),
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}
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@ -37,7 +122,38 @@ impl Game {
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impl Game {
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pub fn setup_updates(world_builder: &mut WorldBuilder) -> Result<()> {
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world_builder.add_update(name, priority, func, filter)?;
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world_builder.add_update(
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"player_rotation",
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200,
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Self::player_orientation,
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EmptyFilter,
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)?;
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Ok(())
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}
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pub fn setup_scene(world: &mut World) -> Result<()> {
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let mut fighter = AssetHandler::create(world).create_entity("fighter")?;
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fighter.insert_component(FreeSpaceControl::new(FreeSpaceControlSettings::default()));
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let player = PlayerEntity(world.add_entity(fighter)?);
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world.resources.insert(player);
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world.commit_entity_changes()
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}
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}
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// updates
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impl Game {
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fn player_orientation(
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world: &mut World,
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_entity: Entity,
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draw: &mut Draw,
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control: &mut FreeSpaceControl,
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) -> Result<()> {
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if let Some(transform) = control.update(world.now()) {
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draw.set_transform(transform)?;
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}
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Ok(())
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}
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@ -39,6 +39,8 @@ fn main() -> Result<()> {
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world_builder.resources.insert(camera_control);
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Game::setup_updates(&mut world_builder)?;
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let mut world = world_builder.build();
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Game::setup_scene(&mut world)?;
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world_builder.build().run()
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world.run()
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}
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