mitchellhansen 4 years ago
parent eac4f8d233
commit b070a7dd32

@ -0,0 +1,26 @@
Content-Type: text/x-zim-wiki
Wiki-Format: zim 0.4
Creation-Date: 2020-08-06T21:51:48-07:00
====== MakingAnActualThing ======
Created Thursday 06 August 2020
So, I need to figure out how to determine which objects will :
* Be rendered
* Be notified
* Get batched
* And initialized
The best candidate that I have right now is some sort of "scene" setup. Maybe something like
pub struct Scene {
drawables_bucket
notifiable_bucket
}
impl Scene {
pub fn init() -> Scene {}
pub fn get_drawable() -> Maybe iterator of drawables?
pub fn get_notifiable() -
}

@ -48,7 +48,79 @@ pub mod canvas;
pub mod compute; pub mod compute;
extern crate specs;
use specs::prelude::*;
// A component contains data which is
// associated with an entity.
struct Vel(f32);
impl Component for Vel {
type Storage = VecStorage<Self>;
}
struct Pos(f32);
impl Component for Pos {
type Storage = VecStorage<Self>;
}
struct SysA;
impl<'a> System<'a> for SysA {
// These are the resources required for execution.
// You can also define a struct and `#[derive(SystemData)]`,
// see the `full` example.
type SystemData = (WriteStorage<'a, Pos>, ReadStorage<'a, Vel>);
fn run(&mut self, (mut pos, vel): Self::SystemData) {
// The `.join()` combines multiple components,
// so we only access those entities which have
// both of them.
// This joins the component storages for Position
// and Velocity together; it's also possible to do this
// in parallel using rayon's `ParallelIterator`s.
// See `ParJoin` for more.
for (pos, vel) in (&mut pos, &vel).join() {
pos.0 += vel.0;
}
}
}
pub fn main() { pub fn main() {
// The `World` is our
// container for components
// and other resources.
let mut world = World::new();
world.register::<Pos>();
world.register::<Vel>();
world.reg
// An entity may or may not contain some component.
world.create_entity().with(Vel(2.0)).with(Pos(0.0)).build();
world.create_entity().with(Vel(4.0)).with(Pos(1.6)).build();
world.create_entity().with(Vel(1.5)).with(Pos(5.4)).build();
world.create_entity().with(Pos(2.0)).build();
let mut dispatcher = DispatcherBuilder::new()
.with(SysA, "sys_a", &[]).build();
// This dispatches all the systems in parallel (but blocking).
dispatcher.dispatch(&mut world);
hprof::start_frame(); hprof::start_frame();
let q1 = hprof::enter("setup"); let q1 = hprof::enter("setup");
@ -174,6 +246,14 @@ pub fn main() {
let mut canvas_frame = CanvasFrame::new(window_size); let mut canvas_frame = CanvasFrame::new(window_size);
let mut compu_frame = CompuFrame::new(window_size); let mut compu_frame = CompuFrame::new(window_size);
// What would the component for a sprite be...
// Drawable with the vertex format in one rendering system
// position + velocity could then be two more in one system
// maybe some sort of input system
//
let mut big_container = vec![ let mut big_container = vec![
Box::new(Slider::new((0.1, 0.1), (0.9, 0.9), 5000)), Box::new(Slider::new((0.1, 0.1), (0.9, 0.9), 5000)),
Box::new(Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone())), Box::new(Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone())),
@ -323,8 +403,5 @@ pub fn click_test(event_loop_proxy: EventLoopProxy<TrEvent>, canvas_state: &Canv

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